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diamond-optic
11-08-2006, 01:23 AM
DoD Tackle
- Version 1.3
- 06.13.2007
- diamond-optic
- Server List: http://www.game-monitor.com/search.php?rulename=dod_tackle_stats

Information:
- Sprint into enemy players (or teammates with ff on) to do the following:
* knock the weapon out of their hands (primary weapon)
* knock any objects (tnt/satchel/etc) or their extra ammo out of their hands
* knock them down on the ground (if not already prone)
* 'particle' effect -> little floating dots all around you
* quick little screenfade
* push the player when you hit them
* do damage to the player

- Theres also a quicker fade for the attacker so you know when you hit someone
- Various CVAR settings to control various aspects
- Can Set it so admins can 'hit' teammates even with ff off
- Logs various details for psychostats to pick up (thanks TatsuSaisei)
- Has NO effect on bots (dont really think its worth processing them)

CVARs:
dod_tackle "1" //turn ON(1)/OFF(0) plugin

dod_tackle_use "0" //turn ON(1)/OFF(0) needing to press +use key
//while sprinting. Setting to "1" while having
//friendly fire on is useful so you dont hit
//teammates all the time...

dod_tackle_admins "0" //turn ON(1)/OFF(0) admins being able to hit
//teammates even when ff is off (def. admin: immunity)

dod_tackle_ff "2" //determines how plugin behaves in FF situations...
//"0" = NO friendly fire no matter what
//"1" = ALWAYS friendly fire
//"2" = Obeys mp_friendlyfire setting


dod_tackle_drop "1" //turn ON(1)/OFF(0) dropping weapon (if using primary)
dod_tackle_dropchance "2" //chance of dropping weapon (1 in # chance)

dod_tackle_prone "1" //turn ON(1)/OFF(0) forcing prone
dod_tackle_pronechance "3" //chance of forcing prone (1 in # chance)

dod_tackle_fade "1" //turn ON(1)/OFF(0) screenfade
dod_tackle_fadechance "1" //chance of screenfade (1 in # chance)
dod_tackle_fade_attacker "1" //turn ON(1)/OFF(0) screenfade for the attacker

dod_tackle_push "1" //turn ON(1)/OFF(0) pushing te victim
dod_tackle_pushchance "2" //chance of pushing the victim (1 in # chance)

dod_tackle_dmg "1" //turn ON(1)/OFF(0) doing damage
dod_tackle_dmgchance "4" //chance of doing damage (1 in # chance)
dod_tackle_dmgamt "40" //amount of damage for each hit

dod_tackle_particles "1" //turn ON(1)/OFF(0) 'particle' effect
dod_tackle_particleschance "2" //chance of effect happening (1 in # chance)

dod_tackle_vector "1" //turn ON(1)/OFF(0) 'vector/punchangle' effect
dod_tackle_vectorchance "2" //chance of effect happening (1 in # chance)Compiler Defines:
TACKLE_ADMIN
* controls the admin level used
* default level: immunity

VECTOR
* sets the angle used when calculating the vector/punchangle effect
* this number is set as the maximum posible angle
* the number is negated to set the minimum posible angle
* default value: 40

FULL_PRECACHE
* controls whether all files are precached or not
* If you find that some sounds dont work, enable this
* If you get any related precache errors, enable this
ChangeLog:
- 11.07.2006 Version 1.0
Initial Release

- 11.13.2006 Version 1.1
Added new hit & damage sounds

- 11.18.2006 Version 1.2
Fixed typo in the CVAR list comment (missing last 'c' in dod_tackle_fade_attacker)
Added CVAR to control how the plugin acts with friendly fire
Fixed being able to still hit bots

- 11.18.2006 Version 1.2b
Fixed getting player team before checking if its really a player (im so dumb)

- 06.13.2007 Version 1.3
Removed some unneccesary code & made various improvements..
Blocked tackle after round end
Improved weapon dropping
Added dropping of objects & extra ammo
Now will undo some +/- client commands
Added 'particles' effect
Removed 'speed' cvar as sprint speed seems to always be constant
Added 'vector' effect (punchangle)
Removed default DoD sounds from precache (dod already precaches them)
Added FULL_PRECACHE define to enable precaching all files
Adjusted 'push' force
Fixed bug with setting user kills
DOWNLOAD URL: http://www.avamods.com/download.php?view.57

=|[76AD]|= TatsuSaisei
11-08-2006, 01:21 PM
- Logs various details for psychostats to pick up (thanks tatsu)


YW!!

I like the idea of this plugin, it is a fresh neat concept!!

I havn't had the chance to try it yet, but I do look forward to it.

Box Cutter
11-08-2006, 07:44 PM
I just installed this and I'm going to try it now. Thanks once again d-o

Box Cutter
11-08-2006, 08:34 PM
Just got done playing with it on the server and it is very fun. I did notice that sometimes when you get tackled and proned you will get stuck on the ground, almost like the bury command, but I guess it isnt a big deal since your attacker is probably going to shoot or stab you once they have you knocked down anyways. Also it doesn't appear to work when trying to tackle a bot, they seem to hold their own very well = )

Thanks again for the plugin d-o. It will be a fine addition on my server.

diamond-optic
11-08-2006, 08:40 PM
yeah it doesnt work on bots.. sorry i should have put that in the info...

tho i could always have it do some of it to bots... but with bots, you cant execute client commands like drop and prone on them

and i never noticed any problems with getting stuck after going prone.. i dont see why that would really happen.. as its basically the same as the client pressing their prone key.. but ill try and make it happen for me lol

Box Cutter
11-08-2006, 10:24 PM
Yeah the bot thing really isnt a big deal as they are only a filler anyways, and with the bury effect happening if you can figure it out cool but if not like I said once your down your pretty much dead anyways. The plugin still rocks the way it is, and my members are loving it.

diamond-optic
11-08-2006, 10:32 PM
lol ill probably be posting my 'throw rocks' plugin in the next day or two.. goes real well with this lol.. funny shit when you sprint into a guy, knock him down.. then pelt him to death with rocks lol

Box Cutter
11-08-2006, 10:57 PM
I can't wait, brings a whole new meaning to melee.

tegu
11-09-2006, 01:16 AM
Thx again Diamond! Trying this one now too!


Cant wait for rocks!

tegu
11-09-2006, 01:52 AM
Ok this is awesome. I just tried it out with a select few individuals on the server and they loved it. I cant wait to add rocks to this.

You guys here at DoD Plugins are the best plugin makers ANYWHERE!

=|[76AD]|= TatsuSaisei
11-09-2006, 10:39 AM
funny shit when you sprint into a guy, knock him down.. then pelt him to death with rocks lol

LMAO, I needed a good chuckle...

Kiel |17.SS|
11-11-2006, 07:43 PM
Every time I try to compile it, it says could not locate output file. Any idea what's wrong?

=|[76AD]|= TatsuSaisei
11-11-2006, 07:51 PM
Every time I try to compile it, it says could not locate output file. Any idea what's wrong?
I have had this problem and for me it was dependant on where the sma file was coming from and then where it was "output" to... this only occurs when using AMXX Studio, if this is the same for you, try changing the "output" location to a new one, and then manually moving the amxx file to where you really want it to go...

WARDOG
11-14-2006, 03:51 PM
I'm getting this on compile.

//AMXXPC compile.exe
// by the AMX Mod X Dev Team


//// dod_tackle.sma
// D:\amxmodx-1.70\addons\amxmodx\scripting\dod_tackle.sma(131) : error 017: und
efined symbol "IN_USE"
// D:\amxmodx-1.70\addons\amxmodx\scripting\dod_tackle.sma(140) : error 017: und
efined symbol "vector_length"
// D:\amxmodx-1.70\addons\amxmodx\scripting\dod_tackle.sma(247) : error 017: und
efined symbol "user_silentkill"
//
// 3 Errors.
// Could not locate output file D:\amxmodx-1.70\addons\amxmodx\scripting\compile
d\dod_tackle.amx (compile failed).
//
// Compilation Time: 0.48 sec
// ----------------------------------------

Press enter to exit ...

diamond-optic
11-14-2006, 08:21 PM
hmm those are in defualt amxx include files..

check your includes directory and make sure you have the following:

hlsdk_const.inc
message_stocks.inc
vector.inc

diamond-optic
11-15-2006, 10:32 PM
little bitty update :-)

Version 1.1
- 11.13.2006 Version 1.1
Added new hit & damage sounds

Box Cutter
11-16-2006, 11:54 AM
I just updated the plugin and it is even better with the sounds. Thanks d-o.

diamond-optic
11-16-2006, 12:05 PM
ya it was def. something i meant to do before releasing.. just i guess it slipped my mind :-)

thanks tho.. :-P

{SR} *Raggy*
11-16-2006, 02:35 PM
I'll have to update this and throw in the throw rocks one aswell :) Thanks Diamond for the great plugins :D

Wilson [29th ID]
11-18-2006, 10:42 AM
Heh, very neat idea. After a few days of it however, I began to hate everyone in my server. :-P

{SR} *Raggy*
11-18-2006, 12:56 PM
Haha I haven't told anyone how ta do it :P Cause I knew I'd began to hate them cause my guys are a bit crazy with things on my server :P A very good example would be the playerpush plugin

diamond-optic
11-19-2006, 01:10 AM
updated to version 1.2

- 11.18.2006 Version 1.2
Fixed typo in the CVAR list comment (missing last 'c' in dod_tackle_fade_attacker)
Added CVAR to control how the plugin acts with friendly fire
Fixed being able to still hit botsnew CVAR:
dod_tackle_ff "2" //determines how plugin behaves in FF situations...
//"0" = NO friendly fire no matter what
//"1" = ALWAYS friendly fire
//"2" = Obeys mp_friendlyfire setting

diamond-optic
11-19-2006, 01:47 AM
ugghhhhhh

wait before you update lol...


theres an error i just noticed coming up.. (lmao i had a 4mb error log)

i doubt ill have time right now to do it but ill give it a try lol

SORRY!!

diamond-optic
11-19-2006, 01:56 AM
ok lol sorry it was something very simple.. and stupid... lol should be all fixed now

version 1.2b
- 11.18.2006 Version 1.2b
Fixed getting player team before checking if its really a player (im so dumb)

once again.. sorry.. but i did get to it quick so no one was probably affected by it

etothep
11-22-2006, 07:05 PM
bad load bad load bad load ugh. seems ive tried everything. can any of you guys help with this?

I used the amxx web compiler, put the cvars in amxx.cfg, and dod_tackle.amxx in plugins.ini


name version author
Fun 1.76 AMX Mod X Dev Team
Engine 1.76 AMX Mod X Dev Team
FakeMeta 1.76b AMX Mod X Dev Team
DoD Fun 1.76b AMX Mod X Dev Team
DoDX 1.76b AMX Mod X Dev Team
5

is this right, do i need anything else or to disable one of these? Ive also been noticing stats.amxx has been logging a runtime error and dont know why, would that have anything to do with it? Could it be conflicting with another plugin?

this plugin sounds like a blast, anything you guys can add to help would be awesome.

=|[76AD]|= TatsuSaisei
11-22-2006, 11:53 PM
I used the amxx web compiler, put the cvars in amxx.cfg, and dod_tackle.amxx in plugins.ini
This might be a rather dumb question, but since you listed what you did and neglected to mention the following, it may be the simple solution.... but in all of your installation did you put the .amxx file in the plugins folder ??

as for stats.amxx in the plugins.ini file add debug after the plugin name on the same line...

stats.amxx debug

this will provide a more detailed error log of what is actually causing an error with that plugin....

diamond-optic
11-23-2006, 01:02 AM
since stats.amxx is a defualt file.. there might be something wrong with your installation if your getting errors on the stats plugin

etothep
11-23-2006, 08:05 PM
tatsu my apologies, looking back i really should have mentioned thats something ive done already. thanks for not calling me names, im not that slow =D.

Ive tried the debug method and got something like "something index out of range." I have no c based experience (outside of js) so I dont know where I should even start with that.

However, we have been through many versions of amxx so Im going to try reinstallng my server and the new amxx. Thanks for the quick replies guys (diamond, bang-up job really). Ill post back whether it works or not.

=|[76AD]|= TatsuSaisei
11-23-2006, 08:59 PM
tatsu my apologies, looking back i really should have mentioned thats something ive done already. thanks for not calling me names, im not that slow =D.

Ive tried the debug method and got something like "something index out of range." I have no c based experience (outside of js) so I dont know where I should even start with that.

However, we have been through many versions of amxx so Im going to try reinstallng my server and the new amxx. Thanks for the quick replies guys (diamond, bang-up job really). Ill post back whether it works or not.

I would never make comments or call someone names for being unable to install some of these mods...

As for the debug text... post it here and let us look it over... I am guessing it is probably an issue that occurs when a command is trying to execute on a player id and the player unexpectedly leaves the server before the command is done executing thereby nulling the players id, which will in turn report as an error in the code... Now, this may not even be it... so simply paste the contents of the debug log here and let us try to figure it out...

And I agree, diamond is one smart and creative cookie...

etothep
11-24-2006, 03:54 PM
ok thanks for the help and details. Ill be back at my computer tomorrow night and ill post some codes and try some things.

diamond-optic
11-24-2006, 08:10 PM
well he said its saying an 'index out of range' error.. which more likely then not is really saying 'index out of bounds' which would come from referencing an array somewhere thats larger then the variable's array size is set to.. i believe.. tho ive always thought that the compiler would find these and break the compile.. but i have a plugin that gives me 'index out of bounds' errors but cant figure out whats wrong with it at all... lol

etothep
11-27-2006, 04:22 PM
1. reinstalled amxx and my server.
2. USE THE COMPILER HERE INSTEAD OF THE AMXX WEB COMPILER.

=D got it working!

Thanks for all the help. It works!

You were right about that index off table or w.e. you call it, some of my comp sci friends said the same thing you did. I think it was caused by our busted stats plugin not your plugin =D

Im off to install dod_throwrocks now =D

Id love to return the help sometime. If you need the help of an experienced graphic/animation/modelling guy pm me.

etothep
12-02-2006, 04:12 PM
sorry for double posting, just wanted to report back that the plugin is a hit. its so much easier than kicking someone who is blocking a door. and its so much more fun to let them figure out why they just got thrown to the ground haha. thanks for the help guys.

RAOCKFISH
12-30-2006, 05:43 AM
dod_tackle 1
dod_tackle_speed 200
dod_tackle_use 1
dod_tackle_admins 1
dod_tackle_ff 2
dod_tackle_drop 1
dod_tackle_dropchance 4
dod_tackle_prone 1
dod_tackle_pronechance 4
dod_tackle_fade 1
dod_tackle_fadechance 4
dod_tackle_fade_attacker 0
dod_tackle_push 0
dod_tackle_pushchance 2
dod_tackle_dmg 1
dod_tackle_dmgchance 4
dod_tackle_dmgamt 15

Are these right? Since to me I thought 4 ment always and 1 would be 1 in 4 but it seems like its totally random if a player is knocked down or gets a fad or drops their weapon. Someone please show me what the noob is doing wrong?

=|[76AD]|= TatsuSaisei
12-30-2006, 05:48 AM
1 would be always... what the "random" cvars do is take your number and make it the max amount for a random number generator... with your settings the likelyhood of actually tackling someone is 1 in 4 chance, or 25% of the time... If you want it to always happen, make the numbers 4 into 1 for a 1 in 1 chance, or 100% of the time...

The greater the number the smaller the chance of it occurring...

etothep
01-16-2007, 12:28 AM
maybe I missed this, maybe not.

Superb plugin really, I dont like to fool with the gameplay much (choose plugins wisely) but nothing beats dropping one of those clowns who blocks a doorway.

I found a combination of cvars that works just right, but I have an inconvenience.

Is there any way (maybe a quick change in the source?) I could move the ability for admins to tackle teammates (while ff is enabled) to another user flag? Some of my other plugins stop functioning to my likes when I give my admins immunity.

:cool:

diamond-optic
01-16-2007, 01:00 AM
on line# 95
#define TACKLE_ADMIN ADMIN_IMMUNITY //Admin Level

change the ADMIN_IMMUNITY to which ever you'd like

#define ADMIN_ALL 0 /* everyone */
#define ADMIN_IMMUNITY (1<<0) /* flag "a" */
#define ADMIN_RESERVATION (1<<1) /* flag "b" */
#define ADMIN_KICK (1<<2) /* flag "c" */
#define ADMIN_BAN (1<<3) /* flag "d" */
#define ADMIN_SLAY (1<<4) /* flag "e" */
#define ADMIN_MAP (1<<5) /* flag "f" */
#define ADMIN_CVAR (1<<6) /* flag "g" */
#define ADMIN_CFG (1<<7) /* flag "h" */
#define ADMIN_CHAT (1<<8) /* flag "i" */
#define ADMIN_VOTE (1<<9) /* flag "j" */
#define ADMIN_PASSWORD (1<<10) /* flag "k" */
#define ADMIN_RCON (1<<11) /* flag "l" */
#define ADMIN_LEVEL_A (1<<12) /* flag "m" */
#define ADMIN_LEVEL_B (1<<13) /* flag "n" */
#define ADMIN_LEVEL_C (1<<14) /* flag "o" */
#define ADMIN_LEVEL_D (1<<15) /* flag "p" */
#define ADMIN_LEVEL_E (1<<16) /* flag "q" */
#define ADMIN_LEVEL_F (1<<17) /* flag "r" */
#define ADMIN_LEVEL_G (1<<18) /* flag "s" */
#define ADMIN_LEVEL_H (1<<19) /* flag "t" */
#define ADMIN_MENU (1<<20) /* flag "u" */
#define ADMIN_ADMIN (1<<24) /* flag "y" */
#define ADMIN_USER (1<<25) /* flag "z" */

etothep
01-16-2007, 01:40 AM
Wow, thanks for taking the time... so to get this perfectly straight, to set the tackle admin flag in the plugin to i (or admin chat ability), id say...

#define TACKLE_ADMIN ADMIN_CHAT //Admin Level

diamond-optic
01-16-2007, 10:04 AM
yup that should be it, lol i hope eheh

|OnEHiTwOnDeR|SoCal
03-26-2007, 02:06 AM
quick q..if i got push plugin for my admins with immunity and i get this tackled mod, wont the two plugins interfere with each other since they both use +use button.?

diamond-optic
03-26-2007, 11:39 AM
well you dont 'HAVE' to use the '+use' button for this one.. you can make it set it so you just have to sprint into the person (and NOT press +use)..but if you have FF on that can become a pain lol..

but i never really tried both together.. for all i know.. both might work together at the same time.. :-\

|OnEHiTwOnDeR|SoCal
03-26-2007, 11:52 AM
lol k thanks for the feedback diamond

jondoe
04-25-2007, 11:11 PM
I having some strange issues with the tackle plugin.
Although all of the cvars have been commented out (i am tesing it) The plugin is still running and when players sprint into each other , One of them will get knocked down.
here is what i have in my amx.cfg.

//dod_tackle mod
//dod_tackle "1"
//dod_tackle_speed "160"
//dod_tackle_use "0"
//dod_tackle_admins "1"
//dod_tackle_ff "1"
//dod_tackle_drop "0"
//dod_tackle_dropchance "0"
//dod_tackle_prone "0"
//dod_tackle_pronechance "0"
//dod_tackle_fade "0"
//dod_tackle_fadechance "0"
//dod_tackle_fade_attacker "0"
//dod_tackle_push "1"
//dod_tackle_pushchance "1"
//dod_tackle_dmg "1"
//dod_tackle_dmgchance "1"
//dod_tackle_dmgamt "1"

i'm not even sure why the plugin is functioning at this point. ?

MBosta
04-25-2007, 11:17 PM
if you want it off, put

dod_tackle "0"

in the amxx.cfg, all the other commands will do nothing since that one disables the whole plugin. If you want it running, then put

dod_tackle "0"

diamond-optic
04-25-2007, 11:23 PM
ya.. just commenting them out wont stop the plugin...

as by default the cvar is set to 1


..and also unless you did a full reboot on your server the old cvars would still be set in the memory..




* lol damn *

just remembered i got an update to this laying around.. ill try and get that out maybe this week..

jondoe
04-25-2007, 11:45 PM
Oooo an update, shweet. ;)

blobby
06-03-2007, 10:54 AM
Another great one dimond m8 this works a treat your a legend m8 with your plugins i think ive only got 3 what arnt made by you ++Karma for you again m8

Regards

JS

diamond-optic
06-13-2007, 07:49 PM
Update to v1.3

- 06.13.2007 Version 1.3
Removed some unneccesary code & made various improvements..
Blocked tackle after round end
Improved weapon dropping
Added dropping of objects & extra ammo
Now will undo some +/- client commands
Added 'particles' effect
Removed 'speed' cvar as sprint speed seems to always be constant
Added 'vector' effect (punchangle)
Removed default DoD sounds from precache (dod already precaches them)
Added FULL_PRECACHE define to enable precaching all files
Adjusted 'push' force
Fixed bug with setting user kills

Dumbass
01-03-2009, 08:50 PM
Oh i loved...
But its possible to add cvar to enable/disable the drop weapon when is FF attack ? thx

diamond-optic
01-04-2009, 06:49 PM
well i feel it would be a bit silly to add more cvars for controlling the effects when theres FF attacks.. but ill give you a snippet of code if you'd like to change it yourself (its a very simple change):

find (around line 342):
if(get_pcvar_num(p_drop) && random_num(1,get_pcvar_num(p_dropchance)) == 1)
client_cmd(ent,"drop;dropobject;dropammo") //slot3;+attack;wait;-attack;drop;dropobject;dropammochange to:
if(get_pcvar_num(p_drop) && random_num(1,get_pcvar_num(p_dropchance)) == 1 && team!=other_team)
client_cmd(ent,"drop;dropobject;dropammo") //slot3;+attack;wait;-attack;drop;dropobject;dropammo
that should do it for you