View Full Version : Reinforcements
Kiel |17.SS|
02-18-2007, 06:03 AM
Can someone make a plugin where you could change the time or turn off reinforcements? Thanks.
Kiel |17.SS|
02-19-2007, 08:11 PM
Can anyone help me out?
diamond-optic
02-19-2007, 08:57 PM
i would suggest to have something like this added to Wilson's DoD MapSettings plugin (as the respawn times are also found in the dod_detect or whatever entity)
|OnEHiTwOnDeR|SoCal
03-06-2007, 02:07 PM
is it even possible? ive been looking at a few pugins made for ALL MODS to change the reinforcement time and i had Hawk and SweatyBanana (my ex moderator) from amxmodx community try and come up with one and none could. And bail will never re-code his csdm to dod ive talked about it to him and was willling to pay him but he just said itd take months
diamond-optic
03-06-2007, 07:22 PM
well ive changed my respawn times on some maps by editing the keys in that entity thru bspedit, so im sure amxx could do it too
|OnEHiTwOnDeR|SoCal
03-06-2007, 10:26 PM
how did u manage that if you don't mind sharing? Id love to be able to respawn ppl as soon as 1 sec sort of like death match.
diamond-optic
03-06-2007, 11:59 PM
well in the info_doddetect entity.. theres two keys:
detect_allies_respawnfactor
detect_axis_respawnfactorthe default for these is 1.0.. which is what 15seconds? (i think thats the standard respawn time)
so having 1.0=15 makes it hard to easily get the number you wanted..
im pretty sure smaller numbers = less delay time..
so in theory i would think that doing 0.5 would make ppl wait half as long..
i only changed some of mine to 0.7 or 0.8 and im almost positive that it made the respawn delay shorter lol.. its been a while since i did it.. and i dont really pay attention to it now
|OnEHiTwOnDeR|SoCal
03-07-2007, 12:32 AM
works just beautifully thanks man.
FYI: for those who are gonna try to or do this...u cant go lower than 0.3 and the only lowest number of sec a player respawn can go to is 3. if u put 0.2 or even 0.1 wont work still will give 3 secs. Dunno why but thats how it is. Same for 0.0
Kiel |17.SS|
03-12-2007, 10:04 PM
Where is the info_doddetect entity? I would like to try this out too.
|OnEHiTwOnDeR|SoCal
03-13-2007, 12:00 AM
inside the map. dl a program called BSPEdit then open dod_avalanche.bsp (the map itself) and search for that entity and change the numbers, save, and upload and rewrite current one
Kiel |17.SS|
03-14-2007, 12:34 AM
So you'd have to do it for all the maps?
|OnEHiTwOnDeR|SoCal
03-14-2007, 12:46 AM
yea unless one of these nice coders can write a plugin like that and i think it might have been done already not sure too lazy to search
This works if you want to set all maps and both teams to the fastest possible respawn. But like SoCal says, the fastest it gets is 3 seconds. I'm not sure why either. I've written another version of this plugin that allows you to set the respawn factor on a 'per-map' / 'per-team' basis and adds an admin command. If you're interested in that one, let me know.
Please note that this requires the 'fakemeta_util' include.
// DOD Fast Respawn - AmxmodX plugin. Written by Vet(3TT3V) - www.rip2001.com
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#define DOD_CLASSNAME "info_doddetect"
#define ALLIES_KEY "detect_allies_respawnfactor"
#define AXIS_KEY "detect_axis_respawnfactor"
#define RS_FACTOR "0.1"
public plugin_init() {
register_plugin("DOD Fast Respawn", "0.91", "Vet(3TT3V) - www.rip2001.com")
new ent
new keyname[32] = ALLIES_KEY
new keyvalue[5] = RS_FACTOR
ent = fm_find_ent_by_class(0, DOD_CLASSNAME)
if (!ent) {
ent = fm_create_entity(DOD_CLASSNAME)
fm_DispatchSpawn(ent)
}
fm_set_kvd(ent, keyname, keyvalue)
keyname = AXIS_KEY
fm_set_kvd(ent, keyname, keyvalue)
log_message("[AMXX] Fast Respawn enabled")
return PLUGIN_HANDLED
}
jondoe
04-09-2007, 04:51 AM
inside the map. dl a program called BSPEdit then open dod_avalanche.bsp (the map itself) and search for that entity and change the numbers, save, and upload and rewrite current one
While i did find this in many stock and some custom maps , dod_avalanche doesn't have that text, i have searched for it.
Is there any other way to do this. because this rocks. I have set all of my maps 160 of them to 0.5 and theres almost no waiting at all.
all of these custom edits i have been doing is really making my server popular, Were are now ranked 9th in the USA.
{SR} *Raggy*
04-09-2007, 08:37 AM
You can try copying the ones from other maps and put it into avalanche... Dunno if that will work though...
diamond-optic
04-09-2007, 11:35 AM
if the keys are in the entity.. just add them..
jondoe
04-09-2007, 04:15 PM
if the keys are in the entity.. just add them..
Thats just it, that entity is not there to adjust the key values.
Not sure why the entity isn't there.
jondoe
04-09-2007, 04:19 PM
This works if you want to set all maps and both teams to the fastest possible respawn. But like SoCal says, the fastest it gets is 3 seconds. I'm not sure why either. I've written another version of this plugin that allows you to set the respawn factor on a 'per-map' / 'per-team' basis and adds an admin command. If you're interested in that one, let me know.
Please note that this requires the 'fakemeta_util' include.
// DOD Fast Respawn - AmxmodX plugin. Written by Vet(3TT3V) - www.rip2001.com
#include <amxmodx>
#include <fakemeta>
#include <fakemeta_util>
#define DOD_CLASSNAME "info_doddetect"
#define ALLIES_KEY "detect_allies_respawnfactor"
#define AXIS_KEY "detect_axis_respawnfactor"
#define RS_FACTOR "0.1"
public plugin_init() {
register_plugin("DOD Fast Respawn", "0.91", "Vet(3TT3V) - www.rip2001.com")
new ent
new keyname[32] = ALLIES_KEY
new keyvalue[5] = RS_FACTOR
ent = fm_find_ent_by_class(0, DOD_CLASSNAME)
if (!ent) {
ent = fm_create_entity(DOD_CLASSNAME)
fm_DispatchSpawn(ent)
}
fm_set_kvd(ent, keyname, keyvalue)
keyname = AXIS_KEY
fm_set_kvd(ent, keyname, keyvalue)
log_message("[AMXX] Fast Respawn enabled")
return PLUGIN_HANDLED
}
Were would i find the "fakemeta_util" include ?
Wilson [29th ID]
04-09-2007, 09:22 PM
http://forums.alliedmods.net/showthread.php?t=28284
diamond-optic
04-09-2007, 11:12 PM
Thats just it, that entity is not there to adjust the key values.
Not sure why the entity isn't there.
well.. adding the entity should work fine too..
Thats just it, that entity is not there to adjust the key values.
Not sure why the entity isn't there.
The entity isn't REQUIRED. The map will simply use default values if its omitted. Just add the entity and the desired key/values to your ripent file if you decide to go that route. Check THIS SITE (http://collective.valve-erc.com/index.php?ent=info_doddetect&game=dod) for more info on default values.
jondoe
04-10-2007, 02:22 AM
The entity isn't REQUIRED. The map will simply use default values if its omitted. Just add the entity and the desired key/values to your ripent file if you decide to go that route. Check THIS SITE (http://collective.valve-erc.com/index.php?ent=info_doddetect&game=dod) for more info on default values.
funny i was just on that page last night, but what i didn't know is what you have said here, that i can just add that entity to avalanche.
So if i just add the following it should work.
{
"origin" "16 224 384"
"detect_wind_velocity_y" "0.0"
"detect_wind_velocity_x" "0.0"
"detect_axis_respawnfactor" "0.5"
"detect_allies_respawnfactor" "0.5"
"detect_points_timerexpired" "5"
"detect_points_allieseliminated" "5"
"detect_points_axiseliminated" "5"
"detect_axis_infinite" "1"
"detect_allies_infinite" "1"
"classname" "info_doddetect"
}
or do i just omit everything that i dont want to change and add the things i do.
can i just keep the origin the way it is or do i have to find the actual x,y,z for it.
I thank you for the clarification Vet. :)
[EDIT] Ok here is what i added and it seems to work very well so far.
I shortend the axis respawn time to 0.8 and the allies to 0.3 because i feel the axis have an advantage on ava.
{
"origin" "82.11938 305.6021 357.5038"
"detect_axis_respawnfactor" "0.8"
"detect_allies_respawnfactor" "0.3"
"classname" "info_doddetect"
}
Right, just add the keys you want to change. The others will default. The 'origin' values don't matter much since the entity will be invisible. So they don't need to be THAT exact. Just pick a point up in the air somewhere and round it off.
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