A Couple Plugins I've Made...
sawce
Join Date: 2002-12-14 Member: 10787Members
<div class="IPBDescription">metamod and AMX</div> Just go to the URL to see more information of the mod.
Metamod:
<ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=99' target='_blank'>Misc Gameplay Changes</a>
<ul>
<li> Has a bunch of small gameplay changes crammed into one metamod. Some "fun servers" may like this one.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=100' target='_blank'>Comm Chair Wall Blocker</a>
<ul>
<li> Forces command chairs to be be placed a specified distance apart.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=108' target='_blank'>Resource tower spores</a>
<ul>
<li> All chambers can be upgraded to emit spore clouds at nearby marines. Fully customizable.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=114' target='_blank'>4th hive creation</a>
<ul>
<li> Kind of buggy right now. Allows for a fourth hive to be built at marinestart on specified maps. I plan on revisiting this mod in the future.
</ul>
</ul>
AMX
Note: I wrote an AMX module which all of the following plugins use. It is available <a href='http://www.modns.org/forums/index.php?showtopic=117' target='_blank'> here</a>. The module requires AMX 0.9.6j or higher and metamod 1.17 to work.
<ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=139' target='_blank'>Alien mines</a>
<ul>
<li> Allows gorges to create a "spore mine". It emits a sporecloud at marines who set it off.
<li> Fully customizable.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=135' target='_blank'>AMX Amory Heal</a>
<ul>
<li> Allows armories to heal players in range. No fancy spinning medpack crap, but it works none-the-less.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=127' target='_blank'>AMX Lerk Bite</a>
<ul>
<li> Very simple lerkbite plugin. When a lerk hatches, he gets skulk bite.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=159' target='_blank'>Weapon Pickup</a>
<ul>
<li> Enables CS-Like weapon pickup. A player must first drop his weapon to pick up a new one.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=160' target='_blank'>Ammo dropping</a>
<ul>
<li>Enables players to manually drop a pack of ammunition with the "ammo" command. Ammo that the players drop is gun specific.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=142' target='_blank'>Reserved slot kicker</a>
<ul>
<li> Kicks the "least important" player. The "imporance" is calculated by class, resources, and kills. All customizable.
<li> Untested. I don't have a server to test this on.
</ul>
</ul>
Thanks to modNS.org for the mod hosting.
Metamod:
<ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=99' target='_blank'>Misc Gameplay Changes</a>
<ul>
<li> Has a bunch of small gameplay changes crammed into one metamod. Some "fun servers" may like this one.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=100' target='_blank'>Comm Chair Wall Blocker</a>
<ul>
<li> Forces command chairs to be be placed a specified distance apart.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=108' target='_blank'>Resource tower spores</a>
<ul>
<li> All chambers can be upgraded to emit spore clouds at nearby marines. Fully customizable.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=114' target='_blank'>4th hive creation</a>
<ul>
<li> Kind of buggy right now. Allows for a fourth hive to be built at marinestart on specified maps. I plan on revisiting this mod in the future.
</ul>
</ul>
AMX
Note: I wrote an AMX module which all of the following plugins use. It is available <a href='http://www.modns.org/forums/index.php?showtopic=117' target='_blank'> here</a>. The module requires AMX 0.9.6j or higher and metamod 1.17 to work.
<ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=139' target='_blank'>Alien mines</a>
<ul>
<li> Allows gorges to create a "spore mine". It emits a sporecloud at marines who set it off.
<li> Fully customizable.
</ul>
<li> <a href='http://www.modns.org/forums/index.php?showtopic=135' target='_blank'>AMX Amory Heal</a>
<ul>
<li> Allows armories to heal players in range. No fancy spinning medpack crap, but it works none-the-less.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=127' target='_blank'>AMX Lerk Bite</a>
<ul>
<li> Very simple lerkbite plugin. When a lerk hatches, he gets skulk bite.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=159' target='_blank'>Weapon Pickup</a>
<ul>
<li> Enables CS-Like weapon pickup. A player must first drop his weapon to pick up a new one.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=160' target='_blank'>Ammo dropping</a>
<ul>
<li>Enables players to manually drop a pack of ammunition with the "ammo" command. Ammo that the players drop is gun specific.
</ul>
<li><a href='http://www.modns.org/forums/index.php?showtopic=142' target='_blank'>Reserved slot kicker</a>
<ul>
<li> Kicks the "least important" player. The "imporance" is calculated by class, resources, and kills. All customizable.
<li> Untested. I don't have a server to test this on.
</ul>
</ul>
Thanks to modNS.org for the mod hosting.
Comments
If he wouldn't mind me working on it, I'd try my hand at it. Until he says he doesn't mind, no.
If he wouldn't mind me working on it, I'd try my hand at it. Until he says he doesn't mind, no.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm sure Pete wouldn't mind. He let STU redo it (factorylimit4.zip) and it no way mimics what was originally intended.
prsearle released factory_limit_0.3.zip nearly 3 months ago, and never followed up on the bug reports that appeared. I am sure if you contact him he'd auth you to finish it up. As I said, STU's plugin simply doesn't limit the problem as is needed.
Thanks for your consideration..... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
prsearle released factory_limit_0.3.zip nearly 3 months ago, and never followed up on the bug reports that appeared. I am sure if you contact him he'd auth you to finish it up. As I said, STU's plugin simply doesn't limit the problem as is needed.
Thanks for your consideration..... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've just spoken to [mahn]sawce, and I'm Ok with this. You're right that I never finished the plugin properly; I handled the whole thing rather poorly (which I blame on a combination of inexperience and laziness <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ). Hopefully [mahn]sawce will have better luck with it than I did.
BTW, where did this 'Pete' thing come from? It quite confused me, because my names not Pete - it's Philip <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Anyways, I think I'm getting near finished on my implementation of Factory limit. I want to give it a few more rounds of testing before I'm happy releasing it. (Should be out in two days at the latest, I probably won't be around much tomorrow so it probably wont be then if I cant get it tonight). What it's got:
Option to enable blocking the commander to not be able to build sentries/sieges if a TF cant support it. I dont ... trust this method ... for some reason, so I made it togglable on/off.
Option to have unsupported sentries/sieges damage themselves a given amount every second. Damage can be configured, and it can be turned on/off.
Option to enable sentries/sieges to deactivate when they're no longer supported.
Able to limit number of TFs in game, and sentries/sieges per TF.
Basically, it's prsearle's factory limit (completely reprogrammed - but I used his for example), but with a couple more features, and hopefully less bugs.