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View Full Version : DoD UberGarand ( v0.99beta4 )


Firestorm
07-09-2006, 11:21 AM
// DESCRIPTION:
// ============
//
// This plugin makes the Garand a one-shot-kill weapon like
// the Karabiner98 and the Enfield.
// The Victim dies, where ever you hit him.

// USAGE:
// ======
//
// amx_ubergarand <1/0> = enable/disable UberGarand Mode
// (admin command)
//
// dod_ubergarand_enabled <1/0> = enable UberGarand Mode by default
// (cvar for amxx.cfg)
//
// dod_ubergarand_announce <amount> = set how often a player is informed
// about UberGarand. he will only be
// informed after he got killed with
// an UberGarand shot.
// set to 0 to disable the announcement.
// (cvar for amxx.cfg)

// CHANGELOG:
// ==========
//
// - 29.09.2004 Version 0.6alpha
// Initial Alpha
//
// - 29.09.2004 Version 0.9alpha
// * blocked "suicide" message
// * added propper death message
//
// - 30.09.2004 Version 0.95alpha
// * fixed oversight that even TKs
// added a kill to the player's score
//
// - 16.10.2004 Version 0.96alpha
// * added logmessage of ubergarand kill
//
// - 17.10.2004 Version 0.99beta
// * blocked logging of suicides on ubergarand kills
// so this plugin is fully stats prove now :D
//
// - 25.10.2004 Version 0.99beta2
// * after a player got killed with an "UberGarand" shot.
// he will get a red hud-message telling him that
// UberGarand is enabled and every shot is deadly.
// you can specify the amout of times each player is
// informed about that with the cvar "ubergarand_maxannounce".
// idea of announcing the plugin by Zor.
//
// - 05.02.2005 Version 0.99beta3
// * changed the way this plugin works:
// the damage is changed now, so it definately
// is handled like a normal kill, no need to
// block and replace the log-/deathmessages
// anymore.
// Hopefully this will fix the strange
// "overhead icons disappear"-bug.
// * Engine & DoDFun modules are not required
// anymore.
// * big thanks to XxAvalanchexX for showing how
// to port the damage of the bullet impact to
// another part of the body!
//
// - 09.02.2005 Version 0.99beta4
// * feature upgrade:
// if a victim has 90 or less health left,
// the plugin won't do anything, so you
// don't have your stats full of
// "chest hits".
// so basically the plugin is off for
// hits that go to the chest, to the head and
// for players that already have less than 90hp.
// * to mention this again:
// the cvar names have changed since beta2, so
// please review them!

johnnyskid
09-04-2006, 03:37 AM
Hello,

I am very new to this. So please bare with me.

when I type amx_plugins in the console it says running. So that is good.

But grand is still not a one shot one kill.

I put this in the amx.cfg - dod_unbergrand 1 to enabel right?

I put the name of the plugin in the plugintx and the plugin in the pluginFolder.
I did it right, it says running but it does not do the one shot one kill.

Thanks,

Johnny

=|[76AD]|= TatsuSaisei
09-04-2006, 04:47 AM
I put this in the amx.cfg - dod_unbergrand 1 to enabel right?

NO, read the initial post carefully...


// USAGE:
// ======
//
// amx_ubergarand <1/0> = enable/disable UberGarand Mode
// (admin command)
//
// dod_ubergarand_enabled <1/0> = enable UberGarand Mode by default
// (cvar for amxx.cfg)


in the amxx.cfg file you put in


dod_ubergarand_enabled 1

which will enable it by default...

OR

when IN the game itself, and on the server, open console and type...


dod_ubergarand 1

jay_48383
09-26-2006, 01:17 PM
i did the compiling and plugin cfg file but it still says bad load

PenDragon
09-26-2006, 02:59 PM
Pllease see: http://www.dodplugins.net/forums/showpost.php?p=1401&postcount=3

jay_48383
09-26-2006, 04:20 PM
amxx 1.71


unknown unknown unknown dod_eviladmin.a bad load
unknown unknown unknown dod_sniperfun.a bad load
unknown unknown unknown dod_ubergarand. bad load
25 plugins, 22 running
that is what i get when i type amx_plugins no errors


Fun 1.71 AMX Mod X Dev Team
DoD Fun 1.71 AMX Mod X Dev Team
DoDX 1.71 AMX Mod X Dev Team
3 modules


dod_eviladmin.amxx
dod_sniperfun.amxx
dod_closecombatfun.amxx

diamond-optic
09-26-2006, 06:13 PM
you dont have all the modules enabled that you need.. if you ran the latest amxx it would autoload the modules you needed.. otherwise you'll have to go thru and uncomment them yourself from the modules.ini

and if your having the same problem with multiple plugins.. you dont need to post the same exact thing in each thread...

Country
11-11-2006, 02:04 PM
I have this installed on my linux server running amx 1.75 and it works great. Thanks a bunch guys, nice plugin to even out the weapons:D

Hood [10th MD]
04-23-2007, 10:12 PM
Is it at all possible, to anyone's knowledge, to accomplish this effect by redefining the damage a weapon does, without simply making it just "kill" on impact?
In any way, thru plugins, server variables, etc?

Wilson [29th ID]
04-24-2007, 03:04 AM
Anything's possible, yeah...just a hell of a lot of work.

Hood [10th MD]
04-24-2007, 08:55 PM
Way more than I know, undoubtedly...
Wilson, or anyone, can you point me in the direction of good explanations about entities, all the "pev" stuff, and all of the assorted advanced things amxx allows you to do which deal with the game engine itself, rather than things like... give user weapons, which I completely understand, or maybe there's already a tutorial there? :D

Wilson [29th ID]
05-02-2007, 08:35 PM
Well this would involve hooking a tracer, which is what bullets use.

But PEVs are basically entity variables that can be adjusted dynamically.

Open includes/fakemeta_const.inc for a listing of the PEV variables.
Read the fakemeta general usage guide here (http://wiki.amxmodx.org/FakeMeta_General_Usage_&#37;28AMX_Mod_X%29)

Also check www.amxmodx.org/forums Tutorials forum for useful tutorials on this stuff.

You set pev values with set_pev( ent, pev_name, value )