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Thread: Hidden:SourceMod (Scripts, Ideas and Discussions)

  1. #21
    Join Date
    May 2006
    Location
    Extreme low earth orbit
    Posts
    5,054

    Default

    http://forum.hidden-source.com/showthread.php?p=140073
    Spoiler:
    Well I found the proper way to handle the engine's pointers/handles so finding the Hidden's view is easy enough now. But keeping it there is a different matter...

    Here's what I've got so far. If someone else wants to try they can feel free but I'm abandoning it...

    Hidden Spectate - v1.0.0
    Code:
    /*
     * Hidden:SourceMod - Hidden spectator
     *
     * Description:
     *  Allows admins to spectate the Hidden
     *
     * Commands:
     *  hsm_specate : when dead it sets 1 admin to spectating the hidden.
     *
     * Changelog
     *  v1.0.0
     *   Initial release.
     *
     * Known Issues:
     *  v1.0.0
     *   Only 1 admin can attempt to spectate at a time
     *   It shifts back to an IRIS's instantly so you'll only get a glimpse of the current Hidden's view.
     *
     */
    I'm not going to add it to the list either because frankly it's not worth it. It doesn't work.

    14 downloads
    Last edited by Paegus; 9th October 2008 at 23:35.
    Custom HUD
    Radio Menu
    Demo Key
    Hidden:SourceMod
    Hydrogen is a colorless, odorless gas,
    that when left alone in suffucient quantities
    for sufficient time, will think about itself.

  2. #22
    Phaedrus Guest

    Default

    Forget those ideas I gave you for the Hidden spectate. I found another way to do it, but it has some quirks I am working out.

  3. #23
    Join Date
    May 2006
    Location
    Extreme low earth orbit
    Posts
    5,054

    Default

    if it does not involve teleporting an invisible, noclipped, unhittable player to the hidden's pov repeatedly, do tell?

    Spoiler:
    Added 1 new plugin:

    Radio Alarm - v1.0.0
    Code:
    /*
     * Hidden:SourceMod - Radio Trip Alarm
     *
     * Description:
     *  Converts Sonic Trip Alarms to Radio ones that only IRIS can hear.
     *  Alarm sound only plays 2 twice
     *  Alarm becomes non-collidable when first triggered.
     *
     * Notes:
     *  You must install sound/weapons/sonic/alarm_sub.mp3 to your server and set up a download to the client.
     *  The normal alarm sound loops endlessly and plays 4 pulses per hit. This one does neither.
     *  It is only 46kb so should download via normal (non FastHTTP) with ease.
     *
     * Changelog:
     *  v1.0.0
     *   Initial release.
     *
     */

    See below.

    http://forum.hidden-source.com/showthread.php?p=139790
    Spoiler:
    I've updated Radio Trip Alarm to v1.0.1:
    Code:
    /*
     * Hidden:SourceMod - Radio Trip Alarm
     *
     * Description:
     *  Converts Sonic Trip Alarms to Radio ones that only IRIS can hear.
     *  Alarm sound only plays 2 twice
     *  Alarm becomes non-collidable when triggered.
     *
     * Changelog:
     *  v1.0.1
     *   Fixed Alarm sound not playing sometimes of map-change or server crash.
     *   Removed alarm_sub.mp3 download requirement.
     *  v1.0.0
     *   Initial release.
     *
     */
    Last edited by Paegus; 14th October 2008 at 16:33.
    Custom HUD
    Radio Menu
    Demo Key
    Hidden:SourceMod
    Hydrogen is a colorless, odorless gas,
    that when left alone in suffucient quantities
    for sufficient time, will think about itself.

  4. #24
    Join Date
    Aug 2008
    Posts
    495

    Default

    Alter pick will be used on my server when you're done, Queued selection in the !MSS eventscript plugin doesn't work. Not sure why yet, I'm still trying to get my head around how it's setting up the queue. It seems to give assign every player a number, increment that number when they've been hidden, and then assign hidden to the lowest number (Phae is that correct? Probably not! ). Just doesn't seem to work; the same couple people always end up as hidden.

    For the team_say fix, instead of broadcasting 'team_say' to 'say', would it be possible to have the script manually do the work of a real team_say? Maybe parse a list of every player on the server, and private message each player that matches the team of the speaker with his message, appending '(Team): UsernameOfSpeaker:' to the beginning of it? EDIT: Ah ha, Phaedrus' version does just that.
    Last edited by Darkhand; 3rd October 2008 at 19:50.

  5. #25
    Join Date
    May 2006
    Location
    Extreme low earth orbit
    Posts
    5,054

    Default

    yeah, i used to do that as well but it uses a loop, which is more intensive, the colouring comes out wrong since i don't know how to get the vaguely orange look for the text off hand. but the main reason was the location text. it may well work better in SM than ES but it was causing major crashing of the server. i'll give it another go sometime and see what happens.

    and amazingly people STILL try to talk to or from the hidden etc using TEAM chat! i mean WTF ppl?!? it hurted my brain when i saw that.

    haven't done much work on AlterPick yet. was kinda hoping phaed would do it since he's migrating as well. i'll get around to it eventually though

    Updated a bunch of plugins (thanks to Phaed's mucking about ) and a request and i've added a new one.

    Updated Team-Say Fix to v1.1.0: http://forums.alliedmods.net/showthread.php?t=78959
    Spoiler:
    Code:
    /*
     * Hidden:SourceMod - Team-Say fix
     *
     * Description:
     *  Fixes team-only messages.
     *
     * Changelog
     *  v1.1.0
     *   Message now appear to team only.
     *   Message also appear in client's console since the grey text doesn't get sent there.
     *  v1.0.0
     *   Initial release
     *
     */


    Updated Beta 5 PigShove to v1.1.2: http://forums.alliedmods.net/showthread.php?t=78953
    Spoiler:
    Code:
    /*
     * Hidden:SourceMod - Beta 5 Pigshove
     *
     * Description:
     *   Converts hidden's pigstick into a shove until hidden's health drops below 20.
     *
     * Cvars:
     *  sv_pigstick 0/1: globally enabled or disable hidden's alternate knife attack (pigstick AND shove)
     *  hsm_pigstick 0/1: enable or disable pigsticking when hidden is enraged
     *
     * Changelog:
     *  v1.1.2
     *   Added punt specific log output.
     *   Fixed deathnotice bug caused by Log fix plugin.
     *  v1.1.1
     *   Fixed server console error when the hidden has disconnected.
     *   Fixed log output for compatibility with Phaedrus' Log fix.
     *  v1.1.0
     *   Renamed plugin from hsm_b5shove to hsm_pigshove.
     *   Added a variations to the initial shove/punt/push action.
     *   Fixed version cvar to report correct information. It was copied from B5 Physics plugin. :/
     *   Removed log output for shove actions since no damage is done.
     *   Fixed multiple feedbacks for when Hidden drops below 20hp.
     *  v1.0.2
     *   Added feedback for Pigstick/Shove modes on hit and when the hidden's health and hsm_pigstick allow for normal Pigstick function.
     *  v1.0.1
     *   Added a 15º boost the the angle so that head-on shoves give a bit of altitude and crouch-up shoves give a higher angle
     *   Increased the vertical shove scaling slightly so up-shoving a player from and to flat ground will do minor fall damage.
     *  v1.0.0
     *   Initial release.
     *
     */


    Updated Radio Trip Alarm to v1.1.0: http://forums.alliedmods.net/showthread.php?t=78954
    Spoiler:
    Code:
    /*
     * Hidden:SourceMod - Radio Alarm
     *
     * Description:
     *  Converts Sonic Trip Alarms to Radio ones that only IRIS can hear directly.
     *  The hidden hears the alarm from local IRIS's headsets
     *  Alarm becomes non-collidable when triggered.
     *  An indicator sprite shows on the IRIS's HUD at the alarm's location.
     *
     * Cvars:
     *  hsm_rta_hud [0/1]    : Radio Trip Alarm HUD indicator. 0: Disable. 1: Enable
     *
     * Changelog:
     *  v1.1.0
     *   Added the IRIS HUD alarm sprite to visually indicate what alarm was triggered. Cvar to control it.
     *  v1.0.1
     *   Fixed Alarm sound not playing sometimes of map-change or server crash.
     *   Removed alarm_sub.mp3 sound requirement.
     *  v1.0.0
     *   Initial release.
     *
     * Known Issues:
     *  v1.1.0
     *   Visual indicator sprite is upside-down because I'm using an existing one. Hopefully I'll find another one.
     *   Indicator Sprite will not show up if it is outside of the client's render block. Similar effect to the Hidden aura not rendering all IRIS all the time.
     *
     */


    Update Automatic Ammo Request to v1.0.1: http://forums.alliedmods.net/showthread.php?t=78944
    Spoiler:
    Code:
    /*
     * Hidden:SourceMod - Automatic ammo request
     *
     * Description:
     *  Causes the IRIS to automatically request more ammunition when they have no spare primary or secondary magazines.
     *
     * Changelog
     *  v1.0.1
     *   Stopped plugin error for checking world's ammo on world damage
     *  v1.0.0
     *   Initial release.
     */


    Updated Beta 5 Physics to v1.0.2: http://forums.alliedmods.net/showthread.php?t=78953
    Spoiler:
    Code:
    /*
     * Hidden:SourceMod - Beta 5 Physics
     *
     * Description:
     *  Moderates high damage physics hits in Hidden:Source.
     *  100 & 500 damage physics hits are reduced to 75.
     *  If the victim's health was less than 75 then they receive full damage allowing for gib-hits.
     *
     *  DO NOT USE IN CONJUNCTION WITH Hidden:SourceMod - Red-Aura Physics plugin
     *
     * Changelog:
     *  v1.0.1
     *   Altered the way the damage is handled due to bug from log fix
     *  v1.0.0
     *   Initial Release
     *
     */


    Added Black-Screen-Of-Death Fix: http://forums.alliedmods.net/showthread.php?t=78946
    Spoiler:
    Code:
    /*
     * Hidden:SourceMod - Black-Death Fix
     *
     * Description:
     *   Prevents the black-screen of death from occuring when you fall to your DOOM!
     *
     * Changelog:
     *  v1.0.0
     *   Initial release.
     *
     */


    more to come tbh...
    Last edited by Paegus; 20th March 2009 at 19:35.
    Custom HUD
    Radio Menu
    Demo Key
    Hidden:SourceMod
    Hydrogen is a colorless, odorless gas,
    that when left alone in suffucient quantities
    for sufficient time, will think about itself.

  6. #26

    Default

    Quote Originally Posted by Paegus
    Added Black-Screen-Of-Death Fix
    Are you Jesus?

    Now I can spectate on highrise after being shoved :D

    Latest Maps: Physics Arena Final
    Current Project: mtr_iris_extended




  7. #27
    Join Date
    May 2006
    Location
    Extreme low earth orbit
    Posts
    5,054

    Default

    umm you mean mobscene right?

    highrise has a trigger_hurt.
    Custom HUD
    Radio Menu
    Demo Key
    Hidden:SourceMod
    Hydrogen is a colorless, odorless gas,
    that when left alone in suffucient quantities
    for sufficient time, will think about itself.

  8. #28

    Default

    mobscene, psychiatry, highrise; get shoved off roof with low hp some of the times

    Latest Maps: Physics Arena Final
    Current Project: mtr_iris_extended




  9. #29
    Join Date
    May 2006
    Location
    Extreme low earth orbit
    Posts
    5,054

    Default

    the only time that'll happen on highrise is if you land somewhere in the normal play-area. if you go overboard you explode!
    Custom HUD
    Radio Menu
    Demo Key
    Hidden:SourceMod
    Hydrogen is a colorless, odorless gas,
    that when left alone in suffucient quantities
    for sufficient time, will think about itself.

  10. #30
    Phaedrus Guest

    Default

    Paeg- I got your IM. You should return Plugin_Handled on player_hurt for the shove since there is no damage. That way the logfix and other plugins never find out about it. The event damage correction I was talking about was intended for the mirror damage plugin, which should also prehook.

    I did find that the last version of logfix I uploaded to you had incorrectly pre hooked player_hurt as well, so I'm fixing that. I am also going to prehook player_death and return Plugin_Handled when the death notices should not show.

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