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DoD First Person Death (v1.1)

by diamond-optic · 2007-02-20 · 11 replies · 15402 views · 222 downloads

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DoD First Person Death
n- Version 1.1
n- 04.06.2008
n- diamond-optic
n
nInformation:
n
- You no longer see your dead body in 3rd person,n now you will fall to the ground with it :Dnn- Server List: [url]http://www.game-monitor.com/search.php?rulename=dod_fpdeath_stats[/url]
CVARs:
n
dod_fpdeath "1" //Turn ON(1)/OFF(0)nndod_fpdeath_headonly "0" //Headshots only ON(1)/OFF(0)ndod_fpdeath_immunity "0" //Admin Immunity ON(1)/OFF(0)
Extra:
n
#define FPD_ADMIN ADMIN_IMMUNITY //Sets admin immunity level (default: flag a)
Version Info:
n
- 02.19.2007 Version 1.0n    Initial Releasenn- 02.20.2007 Version 1.1n    Added HeadShot only CVARn    Added admin immunity CVARn    Renamed everything from firstpersondeath to fpdeath (cvars too long)nn- 04.06.2008 Version 1.1n    Plugin re-release
DOWNLOAD MIRROR: http://www.avamods.com/download.php?view.60

Files

dod_fpdeath.sma Plugin Source 2 KB 222 dl Download Compile

The thread

All 12 posts from 7 people on DoD First Person Death (v1.1), kept as they were written.

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
02-19-2007, 11:21 PM #1

DoD First Person Deathn- Version 1.1n- 04.06.2008n- diamond-opticnnInformation:n

n- You no longer see your dead body in 3rd person,n now you will fall to the ground with it :Dnn- Server List: http://www.game-monitor.com/search.php?rulename=dod_fpdeath_statsn
CVARs:n
ndod_fpdeath "1" //Turn ON(1)/OFF(0)nndod_fpdeath_headonly "0" //Headshots only ON(1)/OFF(0)ndod_fpdeath_immunity "0" //Admin Immunity ON(1)/OFF(0)n
Extra:n
n#define FPD_ADMIN ADMIN_IMMUNITY //Sets admin immunity level (default: flag a)n
Version Info:n
n- 02.19.2007 Version 1.0n    Initial Releasenn- 02.20.2007 Version 1.1n    Added HeadShot only CVARn    Added admin immunity CVARn    Renamed everything from firstpersondeath to fpdeath (cvars too long)nn- 04.06.2008 Version 1.1n    Plugin re-releasen
DOWNLOAD MIRROR: http://www.avamods.com/download.php?view.60

K Kiel |17.SS|
posted here
Posts: 163
Threads: 12
Joined: Jul 2006
02-20-2007, 01:05 AM #2

oh wow, that sounds awesome. i'm going to try it out as soon as possible.

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
02-20-2007, 03:12 PM #3

* updated to version 1.1 *nnnchanges:n

    - 02.20.2007 Version 1.1n        Added HeadShot only CVARn        Added admin immunity CVARn        Renamed everything from firstpersondeath to fpdeath (cvars too long)
nnnMAKE NOTE OF THE CVAR CHANGES!!!!nni was having some trouble with the long cvar names, so i had to make them smaller.. :-

Wilson [29th ID]
posted here
Posts: 623
Threads: 57
Joined: Oct 2005
02-21-2007, 05:35 PM #4

I knew it was something this simple - never knew about that message.rnrnNice work diamond.

diamond-optic
started this thread
Posts: 2,068
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Joined: May 2005
02-21-2007, 06:31 PM #5

well the reason for using the YouDied message is quite simple...nnnforwarding the client death thru dodx.. if i called the change view stuff right from that.. it was too fast or something and sometimes it seemed that dod set it to 3rd person after it.. like as in it didnt always work... lolnnand setting a task of 0.1 was too slow and you could see the 3rd person view for a fraction and it was annoying..nnso i just looked at what msgs were called on client death.. saw the YouDied.. tried it.. and it worked fine.. lolnnn...tho now im gonna try and do some more on this.. im getting quite a few ppl complaining about how you always fall the same each time (even more ppl complaining about the whole thing together haha) so hopefully i can do something with it.. maybe thru changing the punchangle

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
02-21-2007, 08:50 PM #6
im getting quite a few ppl complaining about how you always fall the same each time (even more ppl complaining about the whole thing together haha)
n nomg !! people would complain that there is nothing to complain about if the case was so...

K Kiel |17.SS|
posted here
Posts: 163
Threads: 12
Joined: Jul 2006
02-22-2007, 02:29 AM #7

Haha when I saw this mod, I thought it would be like you'd fall with your guy, not just see it on the floor soo fast. But I like it still. Maybe if you have it stay there until they respawn, to prevent ghosting. Nice plugin!

Black Parade
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Posts: 78
Threads: 23
Joined: Aug 2006
02-22-2007, 03:08 AM #8

I Like it, but yeah what Kiel said would be nice. :D

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
02-22-2007, 12:39 PM #9
Haha when I saw this mod, I thought it would be like you'd fall with your guy, not just see it on the floor soo fast. But I like it still. Maybe if you have it stay there until they respawn, to prevent ghosting. Nice plugin!
n nyeah i took this mod and added a timed fade to black... so you see the sideways view and fade out to black before you ever notice the view change again... i do not mind the "quick" view change to the ground... it IS better then the default way of going to overhead ... I just do not care for how it then goes back into a normal spectator mode for a bit before respawning... hence the fade to black addition..n nadd this below the third set_pev inside the change_view function...n n
n  new DeathFade = get_user_msgid("ScreenFade")n  message_begin(MSG_ONE_UNRELIABLE,DeathFade,{0,0,0},id)n  write_short(  1<<13 ) //fade in/out time   1<<13 = 2^13 (2 to the 13th power)n  write_short(~0) //duration of effect   ~0 = maximum allowable timen  write_short( 1) //type of fade (0-7) - uses binary additionn  write_byte(0) //rn  write_byte(0) //gn  write_byte(0) //bn  write_byte(255) //alpha - 255 = solidn  message_end()n n
n nthese are not needed in the code but were used as a reference... you can "combine" the effects by using binary addition, ie: 5 =(4+1) 3 =(2+1) 6 =(4+2)n
#define FFADE_IN 0x0000 // Just here so we don't pass 0 into the functionn#define FFADE_OUT 0x0001 // Fade out (not in)n#define FFADE_MODULATE 0x0002 // Modulate (don't blend)n#define FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received
tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
02-26-2007, 01:52 AM #10
oh wow, that sounds awesome. i'm going to try it out as soon as possible.
rnrn+1 man, Kick ass job there diamond!!

K Kristiansen
posted here
Posts: 71
Threads: 18
Joined: Jan 2008
02-01-2010, 03:01 AM #11

Is it possible to prolong the time you are dead in first person? It would be cool to like lie there dead for 5 seconds just watching the action around you before you spec/respawn etc.. Would be realistic too :-)

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
02-03-2010, 02:48 AM #12

might be possible.. dont know how to do it tho

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