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closed@Zor: DoD Bleeding?
Started by FeuerSturm on 06-21-2007, 03:33 PM
FeuerSturm
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Posts: 166
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Joined: Jun 2007
06-21-2007, 03:33 PM #1

Hey buddy!rnrnjust one question:rnrnis your DoD Bleeding Plugin still "work in progress" or rather kindrnof abandoned?

Zor
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Posts: 688
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Joined: Jun 2006
06-22-2007, 04:29 AM #2

Well really, its mostly just there...I haven't the time to work on it...I started a module that would never break but never got around to finishing it...As your new back there are some features on the main page you may not have noticed such as the DoDPlugins Wiki...as well as a few others...ummmm...I will be done in Afghanistan come Sept so once I get back and on my feet I am working on 3 things...first is DoI: Day of Infamy...Second is School...3rd is stuff here. So thats mostly the priority, I can do repairs on the DoDx Modules and maybe rework it at some point, but that remains small as I love DoD, however it is getting old and mostly abandoned so that why I want to work on the DoI, and make it correct! Not gayness like, and for that I want to work on alot of stuff for it, but first need to have my stuff straight...so If you wish to work on it go ahead, I know its popular! Sooo...as well the smoke grenade also needs work, again no time. Also if you see something that needs fixing in the DoDx or DoDFun let me know and I can fix them up...nnCheers!nJeff

FeuerSturm
started this thread
Posts: 166
Threads: 15
Joined: Jun 2007
06-22-2007, 08:23 PM #3

hey Jeff,rnrnthe reason i asked for the plugin is:rnrnwith a TK Manager that uses client_death bleeding TKs aren'trncought, so i created a little workaround that works pretty goodrnon my server.rnrnhere's the code snippet, maybe you'd like to enhance that to getrnit to work with all TK Managers (are there even any working besidesrnTK Revenge at all? :D )rnrn

public death_message(id){rn	if(get_pcvar_num(g_dod_bleeding) == 0){rn		return PLUGIN_CONTINUErn	}	rn	new killer = get_msg_arg_int(1)rn	new victim = get_msg_arg_int(2)rn	new wpnindex = get_msg_arg_int(3)rn	new hitplace = HIT_GENERICrn	new TK = 1rn	if(gBleeding[victim] == 1 || gBandaging[victim] == 1){rn		remove_task(TASK_ID_1+victim)rn		remove_task(TASK_ID_2+victim)rn		if(gKiller[victim] != -1 && killer == victim && wpnindex == 0){rn			killer = gKiller[victim]rn			dod_make_deathmsg(killer, victim, 0)rn			if(get_user_team(killer) != get_user_team(victim)){rn				dod_set_user_kills(gKiller[victim], dod_get_user_kills(gKiller[victim]) + 1)rn				TK = 0rn			}rn			if (callfunc_begin("client_death","dod_tkrevenge.amxx") == 1){rn				callfunc_push_int(killer)rn				callfunc_push_int(victim)rn				callfunc_push_int(wpnindex)rn				callfunc_push_int(hitplace)rn				callfunc_push_int(TK)rn				callfunc_end()rn			}rn			return PLUGIN_HANDLEDrn		}rn	}rn	return PLUGIN_CONTINUErn}
rnrntaling about the bleeding plugin...do you actually know a way tornretrieve an info about what key a player has bound to "+use"?rni use a modified version of your bleeding plugin on my server and onlyrnuse the "use" method, so it would be awsome being able to tell playersrnwhat key they actually have to press!rnrnThanks for your time!rnrnStefan

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