View Full Version : DoD_Medic_Class (v.76.8)
=|[76AD]|= TatsuSaisei
02-01-2007, 12:56 PM
DoD_Medic_Class
"It was requested that code I used to "create" a medic class be seperated from the damage mod plugin... here it is..."
~ =|[76AD]|= TatsuSaisei
DESCRIPTION:
* This is a medic class. The medic comes equip with MedKits and Syringes. The main ability a medic has is the ability
to heal their teammates automatically, just by simply being near them. The MedKits can be used to provide "chunks" of health
and are also recognized by my Damage Mod (will heal broken legs/arms head trauma) The syringes are used to provide
a temporary stamina boost (at the cost of some health) allowing a soldier to run faster and longer. A medics inventory
will display when a medic tries to become a medic while they are a medic, or when ever they "drop" an item. Dropping an item
is as simlpe as using the secondary fire button while having the pistol or knife currently selected.
INSTRUCTIONS:
X. IF necessary compile source code (dod_medic_class.sma) into an actual plugin file (dod_medic_class.amxx)
*1. Install plugin (dod_medic_class.amxx) into amxmodx/plugins folder on the game server
*2. Install language file (dod_medic_class.txt) into amxmodx/data/lang folder on the game server
3. IF desired, put in custom settings for cvars in the amxx.cfg file located in amxmodx/config folder
4. IF you are updating from a previous version it is highly suggested that you do a complete server reboot
5. Add any custom language translation to the dod_medic_class.txt file and send me a copy of your translation to TatsuSaisei@76AD.com ;P
* Say Commands:
say_team /medic - Call for medic (recommended as enemy will not see but can hear...)
say /medic - Call for medic (menu driven)
say /medicmenu - Display the Medic Class Menu
say /medicinfo - Show info about the Medics on your team (# and name(s))
* Console Commands:
class_medic - Change to Medic Class
voice_medic - Call out for a Medic
* Cvars:
mp_limitaxismedic "3" - Axis Medic Class Limits
mp_limitalliedmedic "3" - Allied Medic Class Limits
dod_enable_medic "1" - enables/disables medic class
dod_enable_medic_stats "1" - enables/disables medic class stats logging
dod_enable_medic_strip "1" - enables/disables medic ability to pickup primary weapons (1 = strip and remove)
dod_enable_medic_menu "1" - enables/disables medic menu to allow players an easier interface at becoming a medic (will occur at Round Start or Player Spawn - normal rules still apply)
dod_medic_healhp "10" - how much hp a medic can give to a player
dod_medic_kits "10" - how many medkits a medic gets per life
dod_medic_kits_life "30.0" - amount of seconds a medkit will exist in the world if a player has not touched it
dod_medic_spawn_distance "256" - distance a player must be within their spawn location to make the change to a Medic
dod_medic_minhp "100"- how much hp a player must have to become a medic (discourages coming back to spawn to get free health benefits)
dod_medic_syringes "3" - how many syringes a medic gets per life
dod_medic_boost_amt "25" - how much stamina boost a medic can give to a player
dod_medic_boost_duration "10.0" - amount of seconds a player will be "boosted"
dod_medic_boost_life "10.0" - amount of seconds a syringe will exist in the world if a player has not touched it
dod_medic_boost_dmg "10" - damage for accepting a stamina boost
dod_medic_freehealth_time "1" - number of seconds a medics distance from their location will be checked against his teammates location
dod_medic_freehealth_max "100" - maximum limit before free health stops giving
dod_medic_freehealth_distance "256" - distance a player must be from the medic to get free health
dod_medic_freehealth_amount "1" - amount of health a player will get by being near a medic per number of seconds set in freehealth_time
dod_medic_colt_ammo "9" - amount of bullets to give the US medic
dod_medic_luger_ammo "8" - amount of bullets to give the Axis medic
dod_medic_webley_ammo "6" - amount of bullets to give the British medic
dod_medic_grenade_ammo "2" - amount of grenades to give the medic
VERSION INFO:
76.0
* Plugin Inception
76.1 2/1/07
* Public Release
76.2 2/14/07
* If the dod_damageinfliction.amxx plugin is used it MUST be listed BEFORE this plugin in plugins.ini !!
* New method for becoming a medic
* Custom models now used to show who is a medic, and for medic items
* Completely new method of healing Soldiers !!
76.3 2/15/07
* Completely fixed spawning behavior to correct issue of becoming a medic with no weapons !!
* added cvars to control amount of pistol ammo medics get for grabbing primary weapons and ammo boxes
76.3a 2/15/07
* left a tiny bit of code out, which caused MAJOR problems when trying to become a medic the second time (thanx Aaron for finding)
76.3b 2/22/07
* Corrected a minor issue brought to my attention by: raserle (Paradeplatz der Gardejaeger)
76.3c 2/22/07
* Re-Corrected a minor issue brought to my attention by: raserle (Paradeplatz der Gardejaeger)
76.4 2/23/07
* Cleaned up minor items
* Added new stats tracking
* added class limiting
76.5 52/24/07
* Checking if model exists. If model is not installed properly then thh plugin is simply disabled. (prevents server crash 'file failed to load')
* Changed the behavior that allows players to become Medics
76.6 3/16/07
* Fixed stamina issue where Medics or "boosted" players would "keep" their "altered" minimum stamina values
* Added check for minimum health before allowing a player to be a medic (discourages coming back to spawn to get free health benefits)
* Added option to display a menu on screen at Player Spawn to allow for increased/easier class switching
* Added a Medic Help Page !!!
* Added a language file for international usage (English only at this time: email translations to TatsuSaisei@76AD.com)
* Moved Medic Help Body to language file. Max length is defined in the plugin for 512 characters - it is only suggested that this "info" be changed only if the Medic help page appears to be down for more then 72 hours
76.7 4/27/2007
* Added Russian Language (dod_medic_class.txt) tranlsations (credit: IV|XX|OnEHiTwOnDeR|SoCal )
* Added French Language (dod_medic_class.txt) tranlsations (credit: (plugin) Pvt. Leduc [29th ID] | (webpage) Hunney Bunney)
* Added German Language (dod_medic_class.txt) tranlsations (credit: =|[76AD]|= MasterF)
* Completely altered the spawn catching routine to now support deathmatch style maps
* This is the last version before the major changes listed for the newer enhanced version.
76.8 7/18/2008
* I do not have a good list of the changes yet as I am still not completely finished making some changes I have planned, but this is the fully functioning version found on my server. So will not be happy with the latest changes made and is why I will provide version 76.7, but it will no longer be supported.
Some of the major changes I can note now are that Medics CAN in fact "carry" a primary weapon, but they still can not use it... but rather it is meant to be carried to given to a fallen soldier (Medic is designed to go hand in hand with the damage mod I also have available). If you do not have or use the damage mod then you might find this "Feature" a bit frustrating.. but I stand behind the fact that what I designed is a Medic Class whose sole purpose is to heal.. not to play on the offensive... if you or someone else wants to hack it up and make a super solider with this plugin then by all means thats up to you.. the source is provided, but do not disrespect the nature of calling it a "medic" plugin when it would in fact no longer be a "medic"...
Another point that has been corrected is that Medics can no longer TOUCH flags... they can assist in capturing areas but they are unable to capture any flag (or other object) which requires a touch (tnt/stachel/objects not yet implemented) and while I wanted to prevent 1 man capture areas I have been unable to get that "number" from the proper entity (want to allow them to continue to assist 2+ captures but prevent 1 man caps - think avalanche)
There are a few other enhancements, but mostly transparent as far as overall usage is concerned, it is just better performing then previous versions.
AUTHOR INFO:
Joseph Meyers AKA =|[76AD]|= TatsuSaisei - 76th Airborne Division RANK: General of the Army
http://76AD.com (http://76ad.com/)
http://TatsuSaisei.com (http://tatsusaisei.com/)
http://JosephMeyers.com (http://josephmeyers.com/)
http://CustomDoD.com (http://customdod.com/)
NOTE: Technically you do not need the medic sounds any longer as all the default sounds are being used now, but the model (para_medic03.mdl) goes in dod/models folder
NOTE: If you run my Damage Mod (http://www.dodplugins.net/forums/showthread.php?t=544) as well, be sure that it is listed BEFORE this plugin in the plugins.ini folder for proper cooperative effects...(Medic heal broken arms/legs/head trauma !!)
NOTE: Do not simply just change maps or restart the server when updating the plugin. Shut the server OFF for 1 minute then turn it back on... this will prevent alot of unexpected behavior...
NOTE: As of version 76.6 you MUST have a language file (dod_medic_class.txt) loaded on the game server for the plugin text to appear properly !! More translations will be provided as they are recieved, otherwise version 76.6 only has ENGLISH and RUSSIAN to offer for now
dod_medic_class.txt (language) Version Notes:
Version 1: English [en] only
Version 2: added Russian [ru] (credit: |OnEHiTwOnDeR|SoCal )
Version 3: added French [fr] (credit: (plugin) Pvt. Leduc [29thID] | (website) Hunney Bunney)
Version 4: added German [de] (credit: =|[76AD]|= MasterF)
=|[SALUTE]|=
http://www.game-monitor.com/search.php?vars=DoD%20Medic%20Class
Thank you so much Tatsu!!
Will u place the revival kit on the next update if there is any, cause as i remember the request also said that medic will get a revival kit and could revive teammates who have die in the last 5 sec.
Kiel |17.SS|
02-03-2007, 04:26 PM
Haha that's awesome. I'm going to test it out as soon as I can.
Kiel |17.SS|
02-03-2007, 08:06 PM
Wow...that mod's aweeeesome! I found a few problems, though. One of 'em is when you become a medic, you can't switch out of it unless you join a different team. Another is you can't hear the medic sound on allies side when you type /medic, but that's probably because I don't have the medic sound on my server. Other than that, good job!
=|[76AD]|= TatsuSaisei
02-03-2007, 08:27 PM
yeah I was not sure if the medic sounds were default or not... I have thousands of custom files mixed with the default ones and do not think of this when I release a plugin...
Yes there is an issue about leaving the medic class, but you simply need to choose a different class then what you are listed as in the scoreboard... I had toyed with the idea of changing the medics to "mortar" classes so that they show up different in the scoreboard, and would "fix" the probelm of changing classes...
I will work on a correction to this issue, as well as integrate some sort of custom model support (by option) for those who want it...
also I never promised a "revive" function but I will consider its implementation...
** posted zip of medic sounds used by this plugin for those who lack them.... **
Kiel |17.SS|
02-04-2007, 03:41 AM
Oh I had the Rifleman class when I was medic, and when I tried to switch to a SMG, I still wouldn't get the gun. I would have to switch teams to be able to get a gun. And thanks for the sound files.
=|[76AD]|= TatsuSaisei
02-04-2007, 05:40 PM
Oh I had the Rifleman class when I was medic, and when I tried to switch to a SMG, I still wouldn't get the gun. I would have to switch teams to be able to get a gun.
ok, I will specifically target this issue...
=|[76AD]|= TatsuSaisei
02-06-2007, 01:15 PM
NOTE: no update yet, just information.....
I sort of have a fix for the changing class issue, I will be continuing to correct that issue, but in the mean time I have added model support !!
Medics will wear a backpack pack that bears a red cross on the back and sides... each team has a subtle different hue to them (axis = black / allies = tan / brit = green) I am in the process of setting up the code to use the models and will provide screenshots/movies soon...
http://www.customdod.com/images/aixsmedic02.jpg
http://www.customdod.com/images/aixsmedic01.jpg
I have an idea to change the way medics heal, my plan is to have the medic "drop" a medkit that a player can pick up (I have made these models as well and combined them with the backpack set... only one model file for all models used by plugin) Having a medic drop a medkit would also provide a means for a medic to heal themselves, although I have to come up with some sort of limit or "punishment" for abusing the medkits selfishly.
I plan to add an option for custom med pack designs as well for if server ops want med kits to be team specific (allied medics can only heal allies...)
I also plan to make the medic backpack hang around for a bit after a player dies so if another player "touches" it they can become a medic as well (will remember how many medkits it has left) and also provide a better means of becoming a medic...
I am not sure how I would do a revive option, I do not see that as being "realistic" ... if a player dies they should stay dead ...
but any suggestions are welcome ...
NEW updates to come !!
1. Medics are wearing the backpacks
2. Medics will "drop" a medicinal bag that may be grabbed by anyone
a. If a medic tries to pick up a bag and has 100 health they will recieve an extra bag in their inventory (+1 medkit)
b. If a medic tries to pick up a bag and has less then 100 health they will recieve HALF of the amount of health assigned to each bag IF they are the owner of that bag but will recieve full health bonus if they pick up anyone elses bag
c. All others who touch the bags get the assigned bonus
There are sounds a medic will emit when they "drop" a bag, and there is a distinct sound when a player picks up a bag
The dropping of the bag will be the secondary attack for the pistols...
The secondary attack for the knife will be a "morphine injection" that will be administered by a medic within a certain distance (as it was to heal in original version) this injection will provide a temporary boost in the minimum stamina enabling a soldier to run longer and harder for a short period of time, at a minimal cost to their health (say 5-10hp).... this is currently being implemented now as I have completed the bag portion and worked out all the errors and kinks in it.
I am looking for suggestions on "rewards" that medic should recieve for healing a fellow soldier, and what "punishment" they should recieve for aiding an enemy through a "misplaced" health bag...
Medics still get an extra medkit from grabbing teammates ammo boxes
If anyone has any models they think might be good, or can MAKE a model for this plugin let me know !! I grow tired of scrounging through others models trying to find somthing useful and I do not have the time to learn to make my own...
I am knee deep in this code atm so reply quickly before the next update is released....
oh, what are some "user-friendly" ways of announcing the medic plugin and its usage and easy ways of becoming one... limits are also going to have to be considered...
No suggestions, but its looking and sounding better and better by the minute.
Kiel |17.SS|
02-06-2007, 11:03 PM
I sort of like the way it is right now. Where you have to go up to the person and heal them. It seems more realistic. But I like the revive option. Would that be another seperate mod that would work on everyone?
Wilson [29th ID]
02-07-2007, 09:58 PM
RTCW's Enemy Territory has the models you want. You should be able to use them or import them. They're perfect, and Enemy Territory is 100% free you don't even need to own RTCW.
Payaso
02-08-2007, 03:04 PM
Is there a way to control how many medics each team is allowed?
I.E. mp_limitalliesmedic "#" ??
=|[76AD]|= TatsuSaisei
02-09-2007, 01:20 AM
Is there a way to control how many medics each team is allowed?
I.E. mp_limitalliesmedic "#" ??
not in the current public version... but there will be "limits" as an option in a future release...
!TK!- Cold Blooded
02-09-2007, 08:44 PM
I really like the medic skin. There was one problem that I have incountered while playing and I do not know if it was reported. I would be the Medic class and it will automatically switch me off the class. Just thought I would throw that in there. Good work though!
=|[76AD]|= TatsuSaisei
02-10-2007, 02:55 AM
I really like the medic skin. There was one problem that I have incountered while playing and I do not know if it was reported. I would be the Medic class and it will automatically switch me off the class. Just thought I would throw that in there. Good work though!
The current version I am testing on my server will allow you to be a Medic for one life. Once you respawn you may become a Medic again as long as you try while you are within range of your spawn point... move to far and you can not become a medic anymore... the lod method I was using was very buggy and prone to problems... this way works really nice now and so far is coming along awesome...
The next update shall come out very soon, hopefully by the end of this weekend... I think you will all be pleased by what has become of the mod...
=|[76AD]|= TatsuSaisei
02-14-2007, 12:51 PM
New Update: Version 76.2 - Now with Models !!
options to not use models may come in the next update if enough people want to disable this feature. Otherwise it is simply nice to have visual confimation of who is a medic...
For those who have used the older version, or are simply new to it, the main "usage" comes from using your SECONDARY fire button while having a pistol or knife selected while being a medic...
The medic comes equipt with MedKits and Syringes. The main ability a medic has is the ability
to heal their teammates automatically, just by simply being near them. The MedKits can be used to provide "chunks" of health
and are also recognized by my Damage Mod (will heal broken legs/arms head trauma) The syringes are used to provide
a temporary stamina boost (at the cost of some health) allowing a soldier to run faster and longer. A medics inventory
will display when a medic tries to become a medic while they are a medic, or when ever they "drop" an item. Dropping an item
is as simlpe as using the secondary fire button while having the pistol or knife currently selected.
Enjoy !!
There is a huge bug that we are seeing Tatsu.
Sometimes when you select medic as your class, you get no weapon and no and I repeat no, medkits or anything.
Also I would like to ask that you either make it possible to take the ammo for the pistol up a few notches or let them pick up a weapon to help defend the team. I think it really helps to keep the class alive when they are allowed to have more than a pistol with 2 clips.
I would prefer they get about 8 clips to their pistols, but would be happy with just allowing them to pick up a weapon.
Thanks Tatsu, I know you have put a lot of hard work into these plugins and I severely appreciate it!
Kiel |17.SS|
02-15-2007, 02:15 AM
Yeah I noticed that too tegu. I fixed that, however, by using Wilson's custom supply mod. You can choose how much ammo you want on the pistol, so I just added a few clips to the pistols. The only problem with that, if you do mind, is that everyone gets that ammount of pistol ammo.
=|[76AD]|= TatsuSaisei
02-15-2007, 02:51 AM
There is a huge bug that we are seeing Tatsu.
Sometimes when you select medic as your class, you get no weapon and no and I repeat no, medkits or anything.
KNOWN ISSUES:
MINOR: There is an issue when trying to become a medic after a map round has been won
Fixed in update 76.3
Also I would like to ask that you either make it possible to take the ammo for the pistol up a few notches or let them pick up a weapon to help defend the team. I think it really helps to keep the class alive when they are allowed to have more than a pistol with 2 clips.
Ok, there IS an option to allow medics to use primary weapons (check cvars)
dod_enable_medic_strip "1" - enables/disables medic ability to pickup primary weapons (1 = strip and remove)
AND, there is an unmentioned "feature" in which medics who cannot hold primary weapons will get pistol bullets for every ammo box they touch, and any "primary" weapon they touch (hud does NOT refresh properly yet :( )
Yeah I noticed that too tegu. I fixed that, however, by using Wilson's custom supply mod. You can choose how much ammo you want on the pistol, so I just added a few clips to the pistols. The only problem with that, if you do mind, is that everyone gets that ammount of pistol ammo.
Fixed in update 76.3 - amount of bullets a medic will get is customizable as well as amount of grenades at class change
You are the man! Will dig deeper into this tonight and sort it out!
=|[76AD]|= TatsuSaisei
02-15-2007, 01:19 PM
Anyone who managed to get version 76.3 in the small amount of time it was posted please replace it ASAP with 76.3a !!! A MAJOR bug was discovered while playing this morning and has been corrected completly.
Sorry for the inconvenience...
Kiel |17.SS|
02-16-2007, 02:07 AM
Wow, soo many updates. I gotta try this out now!
Kiel |17.SS|
02-17-2007, 06:29 AM
Wow I love the mod! I found one problem, but it's not that big of deal though. When you're done being a medic, you still have unlimited stamina. I don't mind it, just wanted to bring it up. And the health regeneration is a little too much. I think you hsould take it off or slow it down a lot, because people can always stand near a medic and easily get healed. Other than that, great job! Thanks!
=|[76AD]|= TatsuSaisei
02-17-2007, 03:10 PM
Wow I love the mod! I found one problem, but it's not that big of deal though. When you're done being a medic, you still have unlimited stamina. I don't mind it, just wanted to bring it up. And the health regeneration is a little too much. I think you hsould take it off or slow it down a lot, because people can always stand near a medic and easily get healed. Other than that, great job! Thanks!
hmm... i never noticed that it "lingered" after you were done being a medic.. I will have to look into it... but ...
the medic gets a minimum of 25 stamina where everyone else gets 0 ... as a medic heals his minimum stamina goes up to a maximum of 100 (infinite stamina) it is a little "reward" for being a medic, and helps the medic get to more teammates...
as for the healing amounts... ALL of which are customizable as you wish by altering the cvars ... server ops have the ultimate in control over how the medics act... # of medkits, # of syringes, amount of life per free heal, amount of time for free heal, etc... check out the cvars and im sure with a little experimentation you will find it is perfect.... and standing near a medic to get free health.. that is the point... keeps you playing in a group and draws others to you ...
dod_medic_freehealth_time "1" - number of seconds a medics distance from their location will be checked against his teammates location
dod_medic_freehealth_max "100" - maximum limit before free health stops giving
dod_medic_freehealth_distance "256" - distance a player must be from the medic to get free health
dod_medic_freehealth_amount "1" - amount of health a player will get by being near a medic per number of seconds set in freehealth_time
Kiel |17.SS|
02-17-2007, 05:25 PM
Haha yeah I just realized that after I posted. One other problem I noticed. When you heal someone that's at like 68, after you give them 3 medpacks, they go up to 108.
=|[76AD]|= TatsuSaisei
02-17-2007, 07:19 PM
Haha yeah I just realized that after I posted. One other problem I noticed. When you heal someone that's at like 68, after you give them 3 medpacks, they go up to 108.
well your math is wrong... lol, you either gave them 4 medkits or they had 78 health.. either way ....
yes, that will happen if you give someone a medkit who has 91 or greater health, since the medkit gives a straight 10hp ... I can "correct" this if people find this to be an "issue"... either not let someone take a medkit if they are not missing the amount of health a kit would provide, or simply stop any player from having or getting more then 100 hp ever... meh, I will work both in as options for you to have...
barney
02-18-2007, 01:26 PM
nice plugins it works fine cept one thing when i become a medic and i want to switch class the only way is to either switch teams , go spec and come back or reconnect. thx alot for the plugin :P
Stixsmaster
02-18-2007, 04:09 PM
hmm well unno if this is because of other plugins but I positioned this after the damage mod and then after this I put the mortar class mod and I was wondering is it possible that messed it up so that I cannont select this class and the mortar class when doing class selection at the beginning of the server? Also, can the shrikebots possibly use these classes?
---Stixsmaster
=|[76AD]|= TatsuSaisei
02-18-2007, 05:44 PM
nice plugins it works fine cept one thing when i become a medic and i want to switch class the only way is to either switch teams , go spec and come back or reconnect. thx alot for the plugin :P
you seem to be using an older version and not the latest... the latest plugin has corrected this issue completely... please download 76.3a
=|[76AD]|= TatsuSaisei
02-18-2007, 05:46 PM
hmm well unno if this is because of other plugins but I positioned this after the damage mod and then after this I put the mortar class mod and I was wondering is it possible that messed it up so that I cannont select this class and the mortar class when doing class selection at the beginning of the server? Also, can the shrikebots possibly use these classes?
---Stixsmaster
the selection to go medic class (or mortar for that matter) will NOT appear in the normal class selection list... to become a medic you must be alive, the round must have been "started" and you must be within "range" or your spawn... then you either say /bemedic or type class_medic in console....
and no shrikebots can not actively select the medic class since the command must be entered in manually through the console... although as a medic you CAN heal a bot....
Payaso
02-21-2007, 09:33 PM
|= TatsuSaisei;3955']not in the current public version... but there will be "limits" as an option in a future release...
This option available yet?
=|[76AD]|= TatsuSaisei
02-23-2007, 03:34 AM
Is there a way to control how many medics each team is allowed?
I.E. mp_limitalliesmedic "#" ??
This option available yet?
mp_limitaxismedic "3" - Axis Medic Class Limits
mp_limitalliedmedic "3" - Allied Medic Class Limits
76.4 2/23/07
* Cleaned up minor items
* Added new stats tracking
* added class limiting
!TK!- Cold Blooded
02-23-2007, 06:07 PM
Well the plugin seems cool but it crashed my server.
folsom
02-23-2007, 06:08 PM
this is a good plugin wtf does it mean when it says you must wait for the round to officially start to becoma a medic?
=|[76AD]|= TatsuSaisei
02-23-2007, 06:42 PM
this is a good plugin wtf does it mean when it says you must wait for the round to officially start to becoma a medic?
finding a good method of allowing players to become Medics became difficult as a player does not offically "spawn" at the beginning of a round but is rather teleported to a spawn location... therefore I used the Round State event to determine when to "record" a players spawn point... a round officially starts the moment you have the ability to "run" in the map... you know the brief period of time when you are frozen in place and can not fire your gun... then all of a sudden the action begins... this is what is known as the round officially beginning...
=|[76AD]|= TatsuSaisei
02-23-2007, 06:43 PM
Well the plugin seems cool but it crashed my server.
how did it crash your server ?
folsom
02-23-2007, 07:16 PM
im aware of when the round begins now i have like 20 people in my server right now and we are all running around and when i type class_medic in console it says the same thign over and over again what is going on?
folsom
02-23-2007, 07:40 PM
now i have these following mods as well could they be fucking up the mod?
shellshock
gore_custom
tkrevenge
amx para
mapsettings
steamidmsg
Please reply asap
=|[76AD]|= TatsuSaisei
02-23-2007, 10:28 PM
im aware of when the round begins now i have like 20 people in my server right now and we are all running around and when i type class_medic in console it says the same thign over and over again what is going on?
what is your server IP ?? what map was it ?? do any of your plugins alter or change spawn points ??
!TK!- Cold Blooded
02-24-2007, 02:33 AM
Hey man I got it working, that was my bad there. Regarding becoming the medic though I keep getting the message saying "**You must wait for the round to officially start before you can become a medic**" although the round has already started. I bring down the consol and type in "class_medic" and then bam...that message. What am I doing wrong?
=|[76AD]|= TatsuSaisei
02-24-2007, 11:53 AM
Hey man I got it working, that was my bad there. Regarding becoming the medic though I keep getting the message saying "**You must wait for the round to officially start before you can become a medic**" although the round has already started. I bring down the consol and type in "class_medic" and then bam...that message. What am I doing wrong?
ok, I hopped on your server and found that what you say is true (sorry I had doubts) but this raises and odd question... do you use aplugin that alters round states ?? I was on your server and avalanche was playing... fkin bots are moronic so in the 20 minutes I was on I could not get the bots to help me win the map... I wanted to see what happened when the round was won...
I will have to look into this more and probably have to come up with a completely new method of allowing players to become medics... especially if there is such an issue with the RoundState event...
=|[76AD]|= TatsuSaisei
02-24-2007, 12:15 PM
i hope i understand correctly what you means
you have truble with that that the players after round winn ore loose not show the menu?
ore means what the plugin doing with playerclass after win round ore loose?
the plugin do nothing you respawn as your selectet class rifleman ore other but on first round anfter win ore loose the menu dosn`t show
there i got a idea what ever do the server if you spawn new if reset origin on roundwin ore other
and if i understand correctly the other problem with the msg that must the round begin
couple all with event reset hud && is player alive
i think and hope thats a god way or?
i testet at moment to that new class in to game also more that that 26 what given.:confused:
if you test calls reset hud event and all going tell me pls
Greets
raserle, I am sorry... my problems come from the original code... I have and will not look over your code and possibly implement any of it until I am satisfied I have this current issue "corrected" .. once I fix this problem then I will consider adding in any suggested "options" or "additions" but I feel the main priority is making sure the plugin simply works as is for everyone who installs it...
!TK!- Cold Blooded
02-24-2007, 06:00 PM
|= TatsuSaisei;4160']ok, I hopped on your server and found that what you say is true (sorry I had doubts) but this raises and odd question... do you use aplugin that alters round states ?? I was on your server and avalanche was playing... fkin bots are moronic so in the 20 minutes I was on I could not get the bots to help me win the map... I wanted to see what happened when the round was won...
I will have to look into this more and probably have to come up with a completely new method of allowing players to become medics... especially if there is such an issue with the RoundState event...
Nope I dont have anything that alters the rounds. The bots are kind of week but mainly it is because I run 3 on 3. If it was 4 on 4 the Allied bots walk through the map. I played on Caen and the round restarted and I had the same problem.
folsom
02-24-2007, 08:27 PM
it does it on any map but it was on donner and no mods change or alter spawn points, gore creates more blood my server ip is 8.9.4.56:27015
Cpt. Folsom [35th ID]
=|[76AD]|= TatsuSaisei
02-24-2007, 10:18 PM
good news and bad news...
bad news is that there IS in fact a problem... the plugin works flawlessly on my home game and my main game server... but after checking my secondary server I find the same problem exists there... so....
the good news... I have a way of checking and testing changes to the plugin and making sure others will not have the same issues anymore...
folsom
02-24-2007, 10:21 PM
and how do i make it work then man?
=|[76AD]|= TatsuSaisei
02-25-2007, 12:00 AM
and how do i make it work then man?
try the latest version 76.5
76.5 52/24/07
* Checking if model exists. If model is not installed properly then thh plugin is simply disabled. (prevents server crash 'file failed to load')
* Changed the behavior that allows players to become Medics
ALSO, PLEASE shutdown the server and turn it back on... do not simply just add it and change maps....
I had discovered the same issue was occuring on my secondary server, as noted before, but found I was in the same boat as the rest (most likely issue) and did not shut my server off but simply added the updated version (over an older version) and changed maps, which normally causes no ill behavior... well in this instance it had... I have made some changes to the code, mostly checking the existence of the model to prevent a server from crashing if the model does not exist (which also completely deactivates the plugin though will show as running and outputs a message in the amxx log file describing the missing model issue) and a few others to try and correct the issue of not being able to go medic...
yadda yadda, please try the latest version and please shut the server OFF after installing the latest update...
folsom
02-25-2007, 12:24 AM
im kinda dumb which one is 76.5 and is that quote you just posted a cvar?
folsom
02-25-2007, 12:35 AM
hey thanks for the fix it works great now man sorry if it seemed like i was pushy man, but thanks for the work you did its a great nmod for realism
=|[76AD]|= TatsuSaisei
02-25-2007, 08:04 AM
Hey man I got it working, that was my bad there. Regarding becoming the medic though I keep getting the message saying "**You must wait for the round to officially start before you can become a medic**" although the round has already started. I bring down the consol and type in "class_medic" and then bam...that message. What am I doing wrong?
install the latest version and SHUTOFF your server and start it back up... I looked over your game rules in game-monitor.com and your game is showing you running version 76.4 AND 76.1 (info still loaded in memory !!) and is why you are having issues with the plugin... your server is pretty much still acting like it has 76.1 in it...
the same goes for most others... after a complete investigation everyone who had complaints about the plugin falls in the same category... you all added update and simply went on about things without ever restarting the server... normally this works just fine... especially when loading a new plugin for the first time... but at any time you replace one version with a newer version of the same name... the system has to be completely rebooted (or in game servers cases, shut off and turned back on)
I am going to make a post in the HELP section and sticky it...
{SR} *Raggy*
02-25-2007, 09:35 AM
What if your installing the newest version straight away? Do ya shut it down for that aswell?
=|[76AD]|= TatsuSaisei
02-25-2007, 03:06 PM
What if your installing the newest version straight away? Do ya shut it down for that aswell?
generally no you would not have to shutdown for a brand new version of a never before used plugin... ALTHOUGH, it is still highly recommended... and it NEVER hurts...
{SR} *Raggy*
02-25-2007, 03:16 PM
Okie dokey :) I'll add this as soon as people get out of my server lol
Kiel |17.SS|
02-25-2007, 04:00 PM
Yeah everytime I add a new plugin, I would normally add it in the morning when there aren't that many people on. But if I do have to add one during the day, I'd just tell everyone that the server is restarting and rejoin when it gets back on. And, for the most part, they love trying the new plugin out.
!TK!- Cold Blooded
02-25-2007, 09:07 PM
Thanks! It is working and totally rocks! Good job and thanks again!
=|[76AD]|= TatsuSaisei
02-25-2007, 09:45 PM
Thanks! It is working and totally rocks! Good job and thanks again!
:D this is why I do it...
Payaso
02-27-2007, 03:02 AM
IT WORKS GREAT! The only small problem i see is if you use all the syringes and receive that boost, when you die, you are not medic anymore and you keep the stamina. The people you give the drugs to keep the stamina as well.
Kiel |17.SS|
02-27-2007, 04:21 AM
Really? I thought the newest updates fixed that problem.
=|[76AD]|= TatsuSaisei
02-27-2007, 01:53 PM
IT WORKS GREAT! The only small problem i see is if you use all the syringes and receive that boost, when you die, you are not medic anymore and you keep the stamina. The people you give the drugs to keep the stamina as well.
hmm... noted...
Hood [10th MD]
02-28-2007, 12:54 PM
Great plugin.
If you change the ammo, you will have to wait for the plugin to reload for it to come in to effect!
=|[76AD]|= TatsuSaisei
02-28-2007, 03:01 PM
;4218']
If you change the ammo, you will have to wait for the plugin to reload for it to come in to effect!
sort of true, BUT.. you can make a change live ....
amx_rcon "dod_medic_cvar 23"
and the change will happen then and there...
but letting a plugin reload (by means of map change) will not always take the new cvar values, because the old ones are still loaded in memory... a server reboot corrects this... otherwise a live cvar change with amx_rcon (or directly in console of server with HLSW) is really the best choice tio ensure the setting is placed immediately
=|[76AD]|= TatsuSaisei
03-03-2007, 05:07 AM
new update coming soon... addresses stamina issue (completely corrected)
added a menu option on spawn (credits raserle for idea) ... to ask player if they want to be a medic, and gives option to view "help" .....
which leads to this....
http://customdod.com/amxx_plugins/motds/dod_medic_class.html
which is the link to the help file...
there are a few more changes yet to be made (custom cvars mostly) and a bit more testing... but the next update is very soon...
winice
03-04-2007, 01:48 PM
exelent plugin i love this !! but i ve a problem about ammo of medic i have only 3 not 6 7 8 or 9 i've changed the cvar value and not modify my number of ammo do you have a solution ?
And i ask you about this plugin who have a menu at he spawn for :
to de a medic ? (etre infirmier ?)
1. yes (oui)
2.not this time (pas cette fois)
3.never (jamais)
its just an answer but i think its a good idea !!!
nice plugin thanks !!!
ps: i'm sorry for my bad english
=|[76AD]|= TatsuSaisei
03-04-2007, 04:29 PM
exelent plugin i love this !! but i ve a problem about ammo of medic i have only 3 not 6 7 8 or 9 i've changed the cvar value and not modify my number of ammo do you have a solution ?
And i ask you about this plugin who have a menu at he spawn for :
to de a medic ? (etre infirmier ?)
1. yes (oui)
2.not this time (pas cette fois)
3.never (jamais)
its just an answer but i think its a good idea !!!
nice plugin thanks !!!
ps: i'm sorry for my bad english
the cvars do not affect how much ammo a Medic gets when they become one, but rather how many BULLETS a Medic will get for grabbing a primary weapon (when not allowed to hold one) AND any changes to the cvars will not immediately go into effect on the next map change... again this is where REBOOTING the server comes into play...
Medic Menu - I have one built and it is fully functioning, it has 3 options, YES, NO, HELP (help shows MOTD which "explains" the medic) - Only thing left that I plan to add before posting the next update (which also has stamina issue completely corrected) is to incorporate a language dictionary (multi-lingual support) since the plugin can now be found in Germany and France, and I am sure there will be more over time...
Right now I have the motd page hardcoded, but will be converting that to an option to allow for using a txt file contained on the server... so those in other languages can use appropriate text....
http://customdod.com/amxx_plugins/motds/dod_medic_class.html - anyone who wants to translate this for me please do and send a copy to TatsuSaisei@76AD.com with Medic MOTD in the subject line... also let me know what language the translation is in.. lol
winice
03-05-2007, 03:27 PM
I can translate you in french but i can't open your links
my adress : tendrebonheur1@hotmail.com
winice
03-05-2007, 04:23 PM
i don't have a menu to choose !!! i not see it what for ? but the plugins run very well !!!!but no menu lol !!!
where do you put the help page and what name i do give it ?
=|[76AD]|= TatsuSaisei
03-05-2007, 05:29 PM
i don't have a menu to choose !!! i not see it what for ? but the plugins run very well !!!!but no menu lol !!!
where do you put the help page and what name i do give it ?
LMAO, the menu and help page will be a part of the NEXT release...
and the reason the link did not work is becuase I am a dumbass and forgot to add the page extension... fixed link in my post and here is another copy of the working link...
http://customdod.com/amxx_plugins/motds/dod_medic_class.html
winice
03-06-2007, 01:55 PM
ok i will wait for the next update !!!!
And i will traduce your help in french if you want its not very hard !
|OnEHiTwOnDeR|SoCal
03-06-2007, 02:56 PM
I think this is a cool plugin and props to the coder but wouldnt this kind of plugin making things easier for players? what is this plugin targeted for...towards realism?
=|[76AD]|= TatsuSaisei
03-06-2007, 05:15 PM
I think this is a cool plugin and props to the coder but wouldnt this kind of plugin making things easier for players? what is this plugin targeted for...towards realism?
No, actually it does not make the game easier for players... one would assume so but it simply only adds another element of play... now, once a group of players find their niche in a team, having a medic in their group, then possibly, that team might have an advantage... but not anymore then any other group of players who have learned to use the specific weapons they have become fond of....
and, the plugin is primarily targeted to those players who love DoD, but always crave a bit more... I was one of the few who originally requested this plugin, and then decided the only way to get a plugin to my specific specs.. was to make it myself...
my ultimate target, with any of my plugins, is to increase playability, add something different to the game that most would not expect, and to increase awareness to the fact that WE own DoD and DoD does not own us...
plus, what is war without a medic ??
|OnEHiTwOnDeR|SoCal
03-06-2007, 06:22 PM
good point i get your intension
and u saying: add something different to the game that most would not expect
Well i can say you achieved that. Nice work.
=|[76AD]|= TatsuSaisei
03-16-2007, 03:41 AM
INSTRUCTIONS:
X. IF necessary compile source code (dod_medic_class.sma) into an actual pluginf ile (dod_medic_class.amxx)
*1. Install plugin (dod_medic_class.amxx) into amxmodx/plugins folder on the game server
*2. Install language file (dod_medic_class.txt) into amxmodx/data/lang folder on the game server
3. IF desired, put in custom settings for cvars in the amxx.cfg file located in amxmodx/config folder
4. IF you are updating from a previous version it is highly suggested that you do a complete server reboot
5. Add any custom language translation to the dod_medic_class.txt file and send me a copy of your translation to TatsuSaisei@76AD.com ;P
76.6 3/16/07
* Fixed stamina issue where Medics or "boosted" players would "keep" their "altered" minimum stamina values
* Added check for minimum health before allowing a player to be a medic (discourages coming back to spawn to get free health benefits)
* Added option to display a menu on screen at Player Spawn to allow for increased/easier class switching
* Added a Medic Help Page !!!
* Added a language file for international usage (English only at this time: email translations to TatsuSaisei@76AD.com)
* Moved Medic Help Body to language file. Max length is defined in the plugin for 512 characters - it is only suggested that this "info" be changed only if the Medic help page appears to be down for more then 72 hours
KNOWN ISSUES:
MINOR: need language translations !!
MAJOR: none ?
NOTE: As of version 76.6 you MUST have a language file (dod_medic_class.txt) loaded on the game server for the plugin text to appear properly !! More translations will be provided as they are recieved.
=|[76AD]|= TatsuSaisei
03-16-2007, 07:58 PM
dod_medic_class.txt version 2 now supports Russian (credit: |OnEHiTwOnDeR|SoCal )
barney
03-16-2007, 09:05 PM
hey tatsu hmm the medic menu say ML_notfound everytime u spawn any reason why?
Garion
03-16-2007, 11:53 PM
hey tatsu hmm the medic menu say ML_notfound everytime u spawn any reason why?
do you have the language file in the correct spot?
correct spot (I assume) is:
addons\amxmodx\data\lang
barney
03-17-2007, 01:04 AM
where do i get it?
Stixsmaster
03-17-2007, 01:28 AM
I am currently translating the LANG file to include spanish and well I am like 1/3 of the way done as I am trying to reword how the translator makes everything so that it comes out like the english version...only problem is in spanish medic isnt a word so it comes out as doctor so yea it sounds a lil weird then...so yea should I leave it as the translator makes it or not?
---Stixsmaster
P.S. seriously thx for the awsum plugin...
=|[76AD]|= TatsuSaisei
03-17-2007, 02:25 AM
INSTRUCTIONS:
X. IF necessary compile source code (dod_medic_class.sma) into an actual pluginf ile (dod_medic_class.amxx)
*1. Install plugin (dod_medic_class.amxx) into amxmodx/plugins folder on the game server
*2. Install language file (dod_medic_class.txt) into amxmodx/data/lang folder on the game server
3. IF desired, put in custom settings for cvars in the amxx.cfg file located in amxmodx/config folder
4. IF you are updating from a previous version it is highly suggested that you do a complete server reboot
5. Add any custom language translation to the dod_medic_class.txt file and send me a copy of your translation to TatsuSaisei@76AD.com ;P
hey tatsu hmm the medic menu say ML_notfound everytime u spawn any reason why?
|= TatsuSaisei;4439']NOTE: As of version 76.6 you MUST have a language file (dod_medic_class.txt) loaded on the game server for the plugin text to appear properly !! More translations will be provided as they are recieved.
where do i get it?
initial post contains the file you need (dod_medic_class.txt)
and it goes in amxmodx\data\lang
=|[76AD]|= TatsuSaisei
03-17-2007, 02:28 AM
I am currently translating the LANG file to include spanish and well I am like 1/3 of the way done as I am trying to reword how the translator makes everything so that it comes out like the english version...only problem is in spanish medic isnt a word so it comes out as doctor so yea it sounds a lil weird then...so yea should I leave it as the translator makes it or not?
---Stixsmaster
P.S. seriously thx for the awsum plugin...
Well, since I know no spanish whatsoever... I have to trust any who translate it... use your discretion... I guess in the case of how to translate Medic, either use the word Medic as is, or call them an Army Doctor, or Military Doctor...
and THANX for doing a tranlsation...
Stixsmaster
03-17-2007, 02:37 AM
tell the truth I just thought it would be cool to get sum credit for doing sumthing dealing with one of the best FPS ever so yea no problem and I may do another translation when done with spanish and I made the lil [ ] part above the translation be [sp] for spanish so yea hope that is ok...
---Stixsmaster
=|[76AD]|= TatsuSaisei
03-19-2007, 02:27 PM
dod_medic_class.txt (download available in initial post)
Now supports the following languages:
1. English
2. Russian
3. French
Kiel |17.SS|
03-30-2007, 03:45 AM
It won't let me be a medic anymore. It keeps saying that the round hasn't started yet or something. Any idea what's wrong? I have Wilson's MapSettings plugin running so there's no flags, but I never had that problem before.
=|[76AD]|= TatsuSaisei
03-30-2007, 10:51 AM
It won't let me be a medic anymore. It keeps saying that the round hasn't started yet or something. Any idea what's wrong? I have Wilson's MapSettings plugin running so there's no flags, but I never had that problem before.
Ah, you know... I never tested the medic on a map that has no flags (deathmatch style) my guess off the top of my head is that without flags, the game does not use the round start/end routines... and I have designed the plugin to utilize thiese to turn on/off the ability to go medic...
I will test the plugin on a deathmatch style map, also please tell me what settings you use for MapSettings and on which map, so that I may perform a test using the scenario you describe...
For now I am going to say that the medic plugin will not work on maps that do not have "rounds" ... I will either have to come up with a "fix" or a completely new method for allowing medics to "spawn"...
Thanx for the input though....
Kiel |17.SS|
03-31-2007, 02:31 AM
Here's the settings.
dod_map_settings "1"
dod_map_alliesparas "-1"
dod_map_axisparas "-1"
dod_map_alliescountry "-1"
dod_map_weather "-1"
dod_map_removeflags "1"
dod_map_removetimer "1"
dod_map_removemortars "1"
dod_map_removespawngun "1"
And when you say deathmatch, do you mean they'll stay dead until one team is eliminated? I've been looking for a plugin that does that.
=|[76AD]|= TatsuSaisei
03-31-2007, 03:47 AM
And when you say deathmatch, do you mean they'll stay dead until one team is eliminated? I've been looking for a plugin that does that.
What was the map... and "deathmatch" (to me) is any map without a specific objective, except to kill purely for the sake of killing (HLDM)
Staying dead until the team has won is "Para-style" in dod, or CS style to those who do not remember para_ style play...
Kiel |17.SS|
03-31-2007, 07:01 AM
It was on Sturm where I mainly tested it, but I believe it didn't work for any of the maps (Donner, Falaise, etc.).
Now running this and damagemod FULLTIME!! w00t!
=|[76AD]|= TatsuSaisei
04-01-2007, 06:56 PM
It won't let me be a medic anymore. It keeps saying that the round hasn't started yet or something. Any idea what's wrong? I have Wilson's MapSettings plugin running so there's no flags, but I never had that problem before.
OK, I have made the fix... but it will be a few more days before I release it... I want to make sure no new errors pop up because of the change of methods... but it WILL work now on flagless maps...
Kiel |17.SS|
04-01-2007, 09:18 PM
Allright, sweet. Thanks a lot Tatsu.
CityRat
04-05-2007, 01:09 AM
wonder why /medic /medichelp /bemedic commands will not work.
The menu works when you spawn but not the /commands.....be nice to put a /medicmenu having the same medic menu, pop up like the one, when you spawn.
=|[76AD]|= TatsuSaisei
04-05-2007, 05:05 AM
wonder why /medic /medichelp /bemedic commands will not work.
The menu works when you spawn but not the /commands.....be nice to put a /medicmenu having the same medic menu, pop up like the one, when you spawn.
I do not know why they will not work for you... those commands must be entered in chat ... otherwise I have never heard of an issue with those...
as for /medicmenu ... that option IS present in the soon to be released version 76.7 while /bemedic has been removed and say /medic has been altered, but say_team /medic remains the medic call...
stay tuned...
CityRat
04-05-2007, 04:28 PM
hmm its a great plugin....must be on my end...maybe cause i got other /plugins that interfere with the /bemedic and /medic.....
Ya I made the /medicmenu alreayd but the /commands dont work for this plugin for some reason....odd. I do /medic and nothing happens, doesnt even say it or anything. Hmm mabye /motd plugin interferes or something but I'll get it or have the actual owner of the server look at it, maybe he will have an idea, seems like it is on our end. I also edit the TEAMSPAM so it stops the spam when players spawn....Awesome plugin!
Im also workin on this /join plugin were you can jump to multiple servers like the /server plugin.
jason
04-06-2007, 03:50 AM
seems to work great...added the /medicmenu works great. Look forward to seing an update. You can also edit the sma so you can just say bemedic, medichelp, and so on.
folsom
04-16-2007, 12:21 AM
where do i put the text file?
diamond-optic
04-16-2007, 12:23 AM
where do i put the text file?
../addons/amxmodx/data/lang/
=|[76AD]|= TatsuSaisei
04-27-2007, 11:38 AM
Version 76.7 released today !!!
also released a new version of the language file (now includes German !!)
This release changes the plugin spawning action dramatically from the last version. I removed the "auto" spawn as medic and left players with a choice on each spawning if they want to go medic or not, and an option to stop asking for the rest of the map...
I believe I added in a few new commands, and altered one or two of the originals, and I will post those instuctions later for those who do not know how to find them in the source.... it is just been so long since I promised this update that I figured I would release it first and then worry about the "comments"
Wilson - as per our discussion, I am still looking into the whole map marker thing further to imporve that, but the whole hud_fastswitch thing is gone now, was actually a completey wasted action and unneeded (since I remove the weapon ent upon touching it never actually makes it into players hands)
Kiel |17.SS|
04-28-2007, 02:14 AM
Haha sweeeet! I've been waiting for this for a loong time. Thanks Tatsu!
=|[76AD]|= TatsuSaisei
04-28-2007, 02:56 PM
Haha sweeeet! I've been waiting for this for a loong time. Thanks Tatsu!
Yeah, let me know how the new spawning routine works on those maps it didnt before...
Kiel |17.SS|
04-28-2007, 04:10 PM
It works great. But did you take off the /bemedic (or whatever it was) command?
=|[76AD]|= TatsuSaisei
04-28-2007, 07:14 PM
It works great. But did you take off the /bemedic (or whatever it was) command?
yes /bemedic was removed in favor of the menu option...
class_medic in console still works though....
thanatopsizer
04-28-2007, 08:59 PM
I've been running this plugin for a while now, and it works great. I have only one issue with it; after playing as a medic for a round, when you respawn you still have your altered stamina. I run a 24/7 dust server, and I am currently not running any plugins other than the standard amxmodx plugins and the medic plugin. I just wanted to bring the issue to your attention.
My server IP is 69.93.20.20:27015 in case you would like to visit
Kiel |17.SS|
04-28-2007, 09:37 PM
Do you have the updated version? I believe that one has been fixed.
thanatopsizer
04-28-2007, 10:09 PM
Yes, I have had the same issue with the last 2 versions. Just for sake of argument I re-downloaded and re-compiled it today.
=|[76AD]|= TatsuSaisei
04-29-2007, 04:53 AM
Do you have the updated version? I believe that one has been fixed.
This problem has been fixed many updates ago.. and havnt seen an issue nor heard of it until now...
scorpionsinz
05-26-2007, 12:51 PM
Just out of curiosity i have a few issuse i need help with.
1. When asking for a medic using the say and team say command i hear no sound. What might be the problem? Is it the files on the server or the files on my local box.
2. When using this plugin, i get a lot of errors that are the following:
ML_NOTFOUND: Medic_menu_title
ML_NOTFOUND: Medic_menu_option1
ML_NOTFOUND: Medic_menu_option2
ML_NOTFOUND: Medic_menu_option3
ML_NOTFOUND: Medic_menu_option4
ML_NOTFOUND: Medic_menu_comment1
Is this something to do with a list of some sorts we need to edit or is it just a problem that can't be fixed?
=|[76AD]|= TatsuSaisei
05-26-2007, 01:27 PM
Just out of curiosity i have a few issuse i need help with.
1. When asking for a medic using the say and team say command i hear no sound. What might be the problem? Is it the files on the server or the files on my local box.
2. When using this plugin, i get a lot of errors that are the following:
ML_NOTFOUND: Medic_menu_title
ML_NOTFOUND: Medic_menu_option1
ML_NOTFOUND: Medic_menu_option2
ML_NOTFOUND: Medic_menu_option3
ML_NOTFOUND: Medic_menu_option4
ML_NOTFOUND: Medic_menu_comment1
Is this something to do with a list of some sorts we need to edit or is it just a problem that can't be fixed?
Answers:
1. check that the sounds exist on the server... client side everyone has the sounds...
2. the plugin requires a text file that must be placed in the data/lang folder inside the amxmodx folder... http://www.dodplugins.net/forums/attachment.php?attachmentid=474&d=1177680212
scorpionsinz
05-26-2007, 01:34 PM
Where exactly do the sounds go? And will they be auto downloaded to the clients?
=|[76AD]|= TatsuSaisei
05-26-2007, 01:42 PM
Where exactly do the sounds go? And will they be auto downloaded to the clients?
the sounds would be found in ...
dod/sounds/player/...
ALL clients have the sounds... they are the "default" sounds as found in the Day of Defeat.gcf file (the gcf file contains ALL the default files for a vanilla game, and EVERYONE HAS to have the gcf in order to even play DOD)
get the text working first as thats the most important... the "sound" is more "cosmetic" then anythign and in the heat of a battle chances are you will not hear the player yelling it anyways (plus there IS a chat message displayed to the team)
scorpionsinz
05-26-2007, 01:52 PM
Yes thank you sir. The text works great now! All better. Still working on the sounds but i would agree with you about battle and not hearing them. Although, i should be able to bind a key to ask for a medic but the only time i hear it is when i become a medic from spawn. I can't get it to call medic neither from the say command or from the console via a bound button. So if you could tell me how to fix this, i would greatly appreciate it.
Take care
=|[76AD]|= TatsuSaisei
05-26-2007, 01:54 PM
Yes thank you sir. The text works great now! All better. Still working on the sounds but i would agree with you about battle and not hearing them. Although, i should be able to bind a key to ask for a medic but the only time i hear it is when i become a medic from spawn. I can't get it to call medic neither from the say command or from the console via a bound button. So if you could tell me how to fix this, i would greatly appreciate it.
Take care
OK, good news... if you hear the sound when you spawn.. then it IS working correctly...
the "bind" to call a medic is as follows...
bind KEY "say_team /medic"
or
bind KEY voice_medic
and oh... a player will NOT be able to call a medic unless their health is UNDER 100 ...
politvs
06-03-2007, 03:47 PM
Hi!
First, thank you for the plugin, it works pretty well. But I think I have discovered an issue that will make me abandon it...
I have a server with the plugin activated, and with the cvar that allow the medic to take "heavy" weapons turned on (dod_enable_medic_strip "0", I think), but this allows that a player can drop the weapon, become medic and take the weapon again without leaving the respawn zone. I think this is an abuse of the plugin.
So could this be forbidden in any way? Perhaps not allowing to take the weapons in the respawn area, or making disappear the weapons next to the medic... I don't know, something like that... Could it be doable?
Thanks for your time and sorry for my bad English. Hoping to hear from you soon...
<PoLiTvS>
=|[76AD]|= TatsuSaisei
06-03-2007, 07:37 PM
Hi!
First, thank you for the plugin, it works pretty well. But I think I have discovered an issue that will make me abandon it...
I have a server with the plugin activated, and with the cvar that allow the medic to take "heavy" weapons turned on (dod_enable_medic_strip "0", I think), but this allows that a player can drop the weapon, become medic and take the weapon again without leaving the respawn zone. I think this is an abuse of the plugin.
So could this be forbidden in any way? Perhaps not allowing to take the weapons in the respawn area, or making disappear the weapons next to the medic... I don't know, something like that... Could it be doable?
Thanks for your time and sorry for my bad English. Hoping to hear from you soon...
<PoLiTvS>
its possible to add in a "check"
but what you describe isn't abuse of the plugin.. if you are letting Medics pick up a primary weapon and a person knows they can toss one down and change to medic then pick it back up.. YOU allowed for that to happen by letting Medic carry primary weapons.. who cares if they pick it up in spawn or out 10 more feet away from spawn ??
My opinion, stop letting Medics pick up primary guns.. that totally defeats there purpose.. and a medic who can carry a primary gun is really sort of like cheating... I never should have allowed the option in the first place, but I did.. and now you want me to expand on it ...
I have actually toyd with the idea of removing that option and replacing with an option for the PISTOL... a medic really shouldn't have that either as I have seen too many people skip healing teammates in favor of trying to get kills with a pistol... again, totally defeats the purpose of a medic..
A medic was a non-combatant, whose PRIMARY job was to help and heal their fellow MAN, not just fellow soldiers... A Medic regards life as precious and everyone deserving of it ... a TRUE medic would never carry a weapon EXCEPT for self defense and was always putting their own life in danger to help a fallen comrade... Medics wouldn't lead an advance, nor would they be the ones to destroy objectives, they shouldn't be the ones capturing flags in the game or sneaking up on other enemies to harm them ... A Medic should SUPPORT his team to ensure that they can achieve victory with as little losses as possible...
politvs
06-05-2007, 02:51 PM
|= TatsuSaisei;6107']its possible to add in a "check"
but what you describe isn't abuse of the plugin.. if you are letting Medics pick up a primary weapon and a person knows they can toss one down and change to medic then pick it back up.. YOU allowed for that to happen by letting Medic carry primary weapons.. who cares if they pick it up in spawn or out 10 more feet away from spawn ??
Well, first of all perhaps we shouldn't use the plugin with that CVAR, but we're not playing a totally realistic server and we would like a more strong medic. Waht I don't want is a medic with a heavy weapon from the respawn, so I request the check or some other way of limitate it.
|= TatsuSaisei;6107']My opinion, stop letting Medics pick up primary guns.. that totally defeats there purpose.. and a medic who can carry a primary gun is really sort of like cheating... I never should have allowed the option in the first place, but I did.. and now you want me to expand on it ...
I have actually toyd with the idea of removing that option and replacing with an option for the PISTOL... a medic really shouldn't have that either as I have seen too many people skip healing teammates in favor of trying to get kills with a pistol... again, totally defeats the purpose of a medic..
As I said before, I think it depends the kind of medic you want to have in the server (more realistic, more ET-like...)
|= TatsuSaisei;6107']A medic was a non-combatant, whose PRIMARY job was to help and heal their fellow MAN, not just fellow soldiers... A Medic regards life as precious and everyone deserving of it ... a TRUE medic would never carry a weapon EXCEPT for self defense and was always putting their own life in danger to help a fallen comrade... Medics wouldn't lead an advance, nor would they be the ones to destroy objectives, they shouldn't be the ones capturing flags in the game or sneaking up on other enemies to harm them ... A Medic should SUPPORT his team to ensure that they can achieve victory with as little losses as possible...
Yeah, I know. I have read too that they were forbidden to carry on weapons, so I think you should remove at least the hability to have grenades (even the pistol), but anyway that is customizable with a CVAR.
Perhaps I'll try to modify the plugin myself to add some checks, if you allow me and if I find some spare time to do it... I'll let you know if I get something usable (but I doubt it :)
Thanks for all!
<PoLiTvS>
=|[76AD]|= TatsuSaisei
06-05-2007, 08:08 PM
LOL, I will put in a check and a gun "removal" ... just give me some time.. I am sorry if I left the impression I would not add this type of option ... what I like best in ANY plugin is server operator controls ... so I will of course get around to making it more "friendly" for what you want out of it...
politvs
06-06-2007, 05:29 AM
|= TatsuSaisei;6158']LOL, I will put in a check and a gun "removal" ... just give me some time.. I am sorry if I left the impression I would not add this type of option ... what I like best in ANY plugin is server operator controls ... so I will of course get around to making it more "friendly" for what you want out of it...
Thank you so much for your time, work and patience!!
Gbye!
<PoLiTvS>
blobby
07-10-2007, 11:25 AM
Ok this works amazingly but no where can i find the medic sounds can anyone maby post me up a link or tell me where i may retrive these from
Regards
Blobby
=|[76AD]|= TatsuSaisei
07-10-2007, 01:30 PM
Ok this works amazingly but no where can i find the medic sounds can anyone maby post me up a link or tell me where i may retrive these from
Regards
Blobby
the sounds this plugin uses are all the default sounds as installed with vanilla dod ... your server should already have them loaded in the proper place ...
take a look in .../sound/player/ folder for the 3 callout sounds....
usmedic.wav
germedic.wav
britmedic.wav
the ONLY files you need to add to the server are the MODEL, the language file, and the plugin itself...
and BTW, this plugin is getting some serious attention soon, going to make some major alterations to the way it works (with options to keep it as it is now), include some of the requested options, and well... I will add more checks and outputs for "missing" files... I will have it check for all the REQUIRED files and output messages that explain what IS missing and where it should be and where to get it if you don't have it...
blobby
07-10-2007, 04:15 PM
Ok i just looked and they arnt there would anyone be kind enough to steal them from there server and post them in a zip for please
Regards
Blobby
diamond-optic
07-10-2007, 04:40 PM
they are there...
they are inside the 'day of defeat.gcf' file (i think thats in /steamapps/ ?) ...everyone playing dod has them already
blobby
07-10-2007, 04:57 PM
Ummmm nope not there m8
I even tried the plugin missing sounds from the amx forums but still nothing its weird im gonna beat my server hosts if ever i see em lol would you be so kind as to mail me them or post them here for me "flutters his eye lids" PLease
Regards
blobby
{SR} *Raggy*
07-10-2007, 09:32 PM
They definetly should be in the gcf...
blobby
07-11-2007, 05:55 AM
Ok i poped onto avamods and dl'd gcfscape and i grabbed them outta there wow they sound great but for some reason my server wasnt letting these files play from peoples pc but once i had uploaded them to the server and they dl them as they join it works great
please let me know when you have given this even more attention as things can only get better XD
Regards
Blobby
Well done great plugin
Price [508th PIR]
07-11-2007, 05:18 PM
I installed this plugin on my server and turned it on. I could say /medic and everything would work fine, but if i typed class_medic in console, it has MP_NOTFOUND: Medic Disabled or something like that. I unistalled it and re-installed it again, and it still said the same thing. Does anyone know how to fix this or what is going on?
diamond-optic
07-11-2007, 07:55 PM
MP_NOTFOUND?
guessing you mean ML_NOTFOUND, which means the language file is missing
blobby
07-11-2007, 08:33 PM
Dam im begging to feel like a newby again lol so is this correct to call a medic i type in chat /medic to be a medic i type /bemedic or is it just me who is doing this wrong this is an amazing plugin but its so hard to get used to and i wanted to know is it possible to remove a few selections from the medic menu like the help screen part?? Because i keep catching the wrong key and for some strange reason it takes a good 2/3 mins to open the page lol
Regards
Blobby
=|[76AD]|= TatsuSaisei
07-11-2007, 11:50 PM
Dam im begging to feel like a newby again lol so is this correct to call a medic i type in chat /medic to be a medic i type /bemedic or is it just me who is doing this wrong this is an amazing plugin but its so hard to get used to and i wanted to know is it possible to remove a few selections from the medic menu like the help screen part?? Because i keep catching the wrong key and for some strange reason it takes a good 2/3 mins to open the page lol
Regards
Blobby
ok... say_team /medic will simply call the medic.... (IN TEAM CHAT)
say /medic will bring up a mini menu to allow you to call a medic (added cause you can't imagine how many fail to understand what "team" chatting is)
/bemedic is gone... (my fault I probably need to update the help page)
say /medicmenu to open the "go medic" menu if you shut it off for the rest of the map, otherwise it pops up after each spawn...
in console: class_medic can simply be used to go medic without the use of the menu (but you have to be near your original spawn point, with 100 health) [bind this to one of the F keys if you use the medic often enough]
bind F12 class_medic
as for removing sections from the menu ... no, I do not plan to remove anything (source code is available)... simply learn to hit the right key ... lmao
and finally.. the help page... I am going to assume your server is in the UK (as per game-monitor tag in sig) and since the page is in the US... I am guessing the will be some minor lag retrieving the page... now... you are NOT forced to use my help page, and are welcome to make your own... simply "edit" the language file and make the last line in there point to a weebpage you designed for the help screen... and host it "local" to the server and youll not find issues opening it ...
blobby
07-12-2007, 07:37 AM
THANKYOU Omg you have got no idea howmuch that has helped lol ummm yeah it is uk my server so that is most probably why then lol ill stick with your help page because it tells you what you need to know and tbh i cant b arsed to make a new one lol
regards
Blobby
Price [508th PIR]
07-16-2007, 05:41 AM
where do I upload the MDL file too?? I think i got the rest down....
diamond-optic
07-16-2007, 10:49 AM
|= TatsuSaisei;3877']
NOTE: Technically you do not need the medic sounds any longer as all the default sounds are being used now, but the model (para_medic03.mdl) goes in dod/models folder
right from the first post :)
Price [508th PIR]
07-16-2007, 04:47 PM
Thanks diamond, you have been a big help...
=|[76AD]|= TatsuSaisei
07-16-2007, 04:53 PM
;6819']Thanks diamond, you have been a big help...
yeah diamond... way to steal my thunder ...
j/k man.. :p
Price [508th PIR]
07-16-2007, 04:58 PM
Thank you Tatsu for this awesome mod. I am going to go try it right now. Thank you all for helping me.
coal505
07-18-2007, 10:33 PM
i do want to have them to have a primary wepon thay did pick them up any fool would have how do you get this to work ???
=|[76AD]|= TatsuSaisei
07-19-2007, 04:55 AM
i do want to have them to have a primary wepon thay did pick them up any fool would have how do you get this to work ???
How about YOU read the initial post
coal505
07-19-2007, 10:18 PM
i didnt mean it that way i ment it as any fool medic would pick up a rifle. thats what i ment.
I did read the indtall file im a little confused here. i did pit this line in the cvars file .. dod_enable_medic_strip "2" and it still dont work.
I love the plug in its a great idea thanks.
Can you give me a little help ?
=|[76AD]|= TatsuSaisei
07-20-2007, 12:13 PM
i didnt mean it that way i ment it as any fool medic would pick up a rifle. thats what i ment.
I did read the indtall file im a little confused here. i did pit this line in the cvars file .. dod_enable_medic_strip "2" and it still dont work.
I love the plug in its a great idea thanks.
Can you give me a little help ?
use 0, not 2 ... generally off/on settings are 0/1 ...
Price [508th PIR]
07-21-2007, 05:39 AM
on the medic menu and everything it says ML_NOTFOUND all of it works.. just it says ML_NOTFOUND where all the text goes... but you can be a medic... just you have to guess on the menu and everything...
diamond-optic
07-21-2007, 05:42 AM
make sure the language file is in the right place on the server (amxmodx/data/lang/)
*2. Install language file (dod_medic_class.txt) into amxmodx/data/lang folder on the game server
{DwP} 325th ABN
08-28-2007, 02:00 AM
i had the same problem set weapon strip to 0 and nothing happened, i would like my medics to have more than a pistol. or able to pick up weapons kinda keeps people from wanting to be a medic because they always are bringing a pistol, to a rifle or automactic fight.
blobby
08-28-2007, 12:06 PM
Well i solved this by using the /weapon mod i just changed the code so that people can only have one weapon but im sure one of the coders here could maby change it so that only medics can use it that way the medic can have whatever weapon they want i did find a bug with this if you use ninja and have medic enabled the medic can still be used and they have one hit kills with pistol also if they throw a nade it kills and entire team even if it dosent land near them but this is only if you have ninja running
windy
08-28-2007, 01:48 PM
Nice plugin :)
Any plans to introduce a delay between calls for medic ? (to reduce the spamming).
=|[76AD]|= TatsuSaisei
08-28-2007, 03:24 PM
Nice plugin :)
Any plans to introduce a delay between calls for medic ? (to reduce the spamming).
Yes, and actually today I am currently working on this very plugin...
reducing the amount of "kills" a medic is making (some go medic for super sprint to boost knife kills) and reducing the likelyhood that people will be specifically targeting medics as well... except by grenade or mortar damage...
watson
09-01-2007, 06:09 PM
Hey SWEEET plugins only thing is the dod_medic_class.txt where do i put it???? mght be dumb question lol bu i dont know ^^
watson
09-01-2007, 06:42 PM
NVm i found it =] sweet plugin =]
knife108
09-02-2007, 01:39 AM
Nice plugins TatsuSaisei !
most players felt so perplexing that use the command or console in gaming.
can u use easy way to realize to call the medic ?
I mean the wounded player will call medic automatically or use key "E" to call medic like dod_bleeding.amxx etc.
DFHServer
10-09-2007, 05:33 AM
Like the plugin a bunch. I go medic almost every other time on the servers it is on. To help out my team mates.
Hey TatsuSaisei,
We have the flamethrower plugin on our server, but alot of guys complain that it is not realistic to have that player carry a full load of regular gear.
It seems to me you could code a more realistic Flamethrower class using the same code for the medic class. Maybe add it to the same menu too.
Tahnks!
DFHServer
thanatopsizer
12-02-2007, 05:55 AM
Out of curiosity, what are all the tag mismatch warnings I get when I compile this plugin?
diamond-optic
12-02-2007, 12:15 PM
Out of curiosity, what are all the tag mismatch warnings I get when I compile this plugin?
i dont get any tag mismatch warnings....
thanatopsizer
12-02-2007, 05:07 PM
Upon further investigation, I see that my file "compile.exe" is version 1.5.0.0, but when I compile plugins on the amxmodx site it says that the compiler is of version 1.76-300. Both compilers create files if different sizes based on the same source code.
For example The amxx file produced by the amxmodx.org site compiler is 35.5KB and the amxx file produced by "compile.exe" (which I just re-downloaded last night) produces a file that is 32.5 KB.
Just for the record I typicaly just drag and drop a .sma file on compile.exe and let it run. Am I doing something wrong here?
diamond-optic
12-02-2007, 05:17 PM
dragging and dropping like that should be fine (works fine for me)
but i believe compile.exe isnt really the important file.. i think its amxxpc.exe (and the dll) that actually does the compiling
if you're sure you have an up to date scripting folder (all exe's, dll's, include folder/files) and you still get errors.. i dont really know what to say lol
but it compiles with no warnings/errors using both amxx 1.76d and 1.8.0 on my pc
thanatopsizer
12-02-2007, 05:55 PM
Yeah, I don't understand what the problem is. I have been trying for a while now to get the medic plugin to work without the stamina exploit; and by that I mean respawning with boosted stamina after playing as a medic. Tatsu says he fixed it, and on the 76AD server it is working properly.
Thus far I have tried compiling the plugin on my PC, and on the amxmodx site. I have also tried to update my amxmodx install, and even wiped the whole thing and started from scratch last night, and I still cannot rid myself of the bug.
I really like the plugin, but with that exploit my server rapidly turns into a bunny-hopping fest, so I am forced to shut it off.
And just for the record I did execute a steam update -verify_all on the server directory last night as well.
naellar
01-20-2008, 05:44 PM
Hello when I click one on the medic menu in game it says the mod has been disabled due to missing model. Any idea what the problem is and how to fix it?
Thanks in advance
naellar
Figured it out...Ignore this post :)
John Rambo [508th PIR]
07-18-2008, 05:33 PM
where do the models go? Go I create a folder call models in the dod section of the server?
=|[76AD]|= TatsuSaisei
07-18-2008, 11:27 PM
;10190']where do the models go? Go I create a folder call models in the dod section of the server?
RTFM
Please go and read the initial post... folder you need already exists ...
also I will be posting an update to this plugin in the intial post as well...
noddy
12-10-2008, 10:21 AM
I seem to get a compile fail. I get the same errors when trying to compile on local PC as when using the compiler on this site. errors below :
"Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team
temp.sma(371) : error 017: undefined symbol "AD76_OGOA"
temp.sma(388) : error 017: undefined symbol "AD76_OGOA"
2 Errors.
Could not locate output file ../amxx/dod_medic_class_76_8.1.81.amx (compile failed)."
Also I cannot download the compiled versions from this site, i just get a blank page.
Any help appreciated
Thanks
I think AD76_OGOA is a check on something of Tatsu's clan or something. GOA is I believe the highest rank in a realism unit. In this code I believe he's checking for flags and a flag called AD76_OGOA (i believe he does, not sure).
What you can do, download the sma file, open it with either amxx studio or any word processing program (notepad or wordpad for example (I advice wordpad).
Now hit CTRL+F and type "AD76_OGOA" and hit search. You will find it twice in the coding:
if(get_user_flags(id)&AD76_OGOA)
and
if(get_user_flags(id)&AD76_OGOA)
My advice, just remove it and it compiles fine:
so it becomes:
if(get_user_flags(id)) and if(get_user_flags(id))
Make sure you do exactly as stated above, and keep the amount of ( and ) the same. Good luck
h0_noMan
12-10-2008, 12:14 PM
It is just a personalized Admin level.
You should replace it by (line 371 & 388) :
if(get_user_flags(id)&ADMIN_MAP)
@Tank :
& is the bitwise operator not the logical one
noddy
12-10-2008, 12:34 PM
thank you both for the fast replies.
I had compiled using the first method but it looked like something was missing and I was not sure exactly what.
I now know thanks to both of you guys.
h0_noMan
12-10-2008, 01:15 PM
The IF condition given by Tank will always be true and the else will never be executed.
If the condition is true, the function will display to the player how many medics there are in both teams. (It should be for ADMINs)
And if the condition is false, it will display a help command to call a medic. (It should be for all players except ADMINs)
if(if(get_user_flags(id)&ADMIN_MAP))
{
// If the user has the ADMIN_MAP flag
client_print(id,print_center,"There are %d Allied Medics and %d Axis Medics",allied_medics,axis_medics);
}
else
{
//If the user has not the ADMIN_MAP flag
client_print(id,print_chat,"[MEDIC] say_team /medic to call out for one and mark the map.");
}
=|[76AD]|= TatsuSaisei
12-21-2008, 01:13 AM
I seem to get a compile fail. I get the same errors when trying to compile on local PC as when using the compiler on this site. errors below :
"Welcome to the AMX Mod X 1.8.1-300 Compiler.
Copyright (c) 1997-2006 ITB CompuPhase, AMX Mod X Team
temp.sma(371) : error 017: undefined symbol "AD76_OGOA"
temp.sma(388) : error 017: undefined symbol "AD76_OGOA"
2 Errors.
Could not locate output file ../amxx/dod_medic_class_76_8.1.81.amx (compile failed)."
Also I cannot download the compiled versions from this site, i just get a blank page.
Any help appreciated
Thanks
Sorry about that, left a bit of my own customizations in the file.
I have attached corrected source files.
The correct "admin level" equivalent would be ADMIN_RCON
Anyone know where I can grab a copy of the html help pages? The url for the help page in the language file is broken.
Ok, I've created my own html help pages. No problem there. I do have one request though. Is there any chance that the medic events could be logged properly and credited to the medic? I'd like to be able to add a medic event to PsychoStats so that the medics will get a nice bonus for being a successful medic.
Right now the logs look like this:
L 01/17/2009 - 13:55:32: "Drekland: DOD 1.3<10><>< >" triggered "weaponstats" (weapon "MedKit") (shots "0") (hits "1") (kills "1") (headshots "0") (tks "0") (damage "-10") (deaths "0") (score "2")
Medrano
02-14-2009, 03:56 PM
It says the Plugin Disable due to missing model file
Does anyone know why this would cause it?
diamond-optic
02-14-2009, 07:05 PM
It says the Plugin Disable due to missing model file
Does anyone know why this would cause it?
because its coded to disable itself when the model file is missing.. put the "para_medic03.mdl" on the server for it to work...
I expect it is far too late for requests with this plugin, but on the off chance it is still being worked on, is there any chance that medic events could be logged? That way I could give medics proper credit in PsychoStats.
Amxx 1.81 and Linux server , and plugin running .. Thx, nice work !!!
Idea--->Medic inmune 10 seconds when he got any flag or something seem. The medic must alive !! .. ^^
Sohood
10-30-2009, 06:04 AM
Hi there,
Great plugin.
Would there be a way to change the marker on the map from a solid "X" to a flashing "X" or even a medic + sign? I've noticed on the map when there are a lot of team mates surrounding an injured teammate, their icons overlap the "X" making it impossible or hard to see on the map.
Thanks.
Not a real answer to your question but this download may solve your issue with icons overlapping each other.
http://www.clanbam.com/forums/index.php?showtopic=599
denwer
07-08-2010, 12:06 PM
Where can i get dod_medic_class.html. This link is broken: http://customdod.com/amxx_plugins/motds/dod_medic_class.html
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