Day of Defeat Plugins Community
This site is an archive — everything is readable and downloadable, nothing can be posted. Admin

DoD Follow The Wounded (v1.0)

by diamond-optic · 2006-07-22 · 12 replies · 13315 views · 511 downloads

Read the thread (13 posts)

From the first post

DoD Follow The Wounded
n- Version 1.0
n- 05.20.2008
n- dod port: diamond-optic
n- original: KRoT@L
n
nCredit:
n
- Original plugin by KRoT@Ln- [URL]http://www.amxmodx.org/forums/viewtopic.php?t=17688[/URL]n- Ported to DoD by diamond-optic
Information:
n
- When the health of a player goes below ftw_health,n the footsteps of this player will be covered with blood,n thus you can follow him.
CVARs:
n
ftw_active //Turn on(1)/off(0)nftw_health //Health needs to be below this for effect
Known Problems:
n
- Sometime the footprints show up at wierd angles on the ground.
Version Info:
n
- 02.23.2006 Version 0.1n    Initial DoD port releasen    n- 07.09.2006 Version 0.2n    Replaced ENGINE module with FAKEMETAn    Removed AMXMISC modulenn- 05.20.2008 Version 1.0n    Changed Public CVAR formatn    Replaced respawn hook with PStatus methodn    Removed dodx death & damage registersn    Moved task id to a definen    Added PCVARs
DOWNLOAD MIRROR: http://www.avamods.com/download.php?view.40

Files

dod_follow_the_wounded.sma Plugin Source 4 KB 116 dl Download Compile
ftw_shot.jpg Screenshot 49 KB 395 dl Download

Archived builds from the server loose

These compiled builds sat loose in the server's script folder rather than attached to a post. They are matched to this release by comparing their decompiled Pawn against the source published above, so treat the attribution as strong but not certain. Versions come from the register_plugin() call recovered from the bytecode.

dod_follow_the_wounded_532.sma v0.1 3 KB Download Compile
dod_follow_the_wounded_912.sma v0.1 3 KB Download Compile

The thread

All 13 posts from 6 people on DoD Follow The Wounded (v1.0), kept as they were written.

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
07-22-2006, 01:01 AM #1

DoD Follow The Woundedn- Version 1.0n- 05.20.2008n- dod port: diamond-opticn- original: KRoT@LnnCredit:n

n- Original plugin by KRoT@Ln- http://www.amxmodx.org/forums/viewtopic.php?t=17688n- Ported to DoD by diamond-opticn
Information:n
n- When the health of a player goes below ftw_health,n the footsteps of this player will be covered with blood,n thus you can follow him.n
CVARs:n
nftw_active //Turn on(1)/off(0)nftw_health //Health needs to be below this for effectn
Known Problems:n
n- Sometime the footprints show up at wierd angles on the ground.n
Version Info:n
n- 02.23.2006 Version 0.1n    Initial DoD port releasen    n- 07.09.2006 Version 0.2n    Replaced ENGINE module with FAKEMETAn    Removed AMXMISC modulenn- 05.20.2008 Version 1.0n    Changed Public CVAR formatn    Replaced respawn hook with PStatus methodn    Removed dodx death & damage registersn    Moved task id to a definen    Added PCVARsn
DOWNLOAD MIRROR: http://www.avamods.com/download.php?view.40

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
08-21-2006, 04:32 PM #2

Is it possible to change the color of the footsteps ?? I tried looking through the code, and compared it to other plugins that use code to color things, but I couldn't quite figure it out. I do not want to "ruin" the code by screwing around with aspects I do not know about yet, so maybe you can help me...n nI just want to change the color of the footsteps to a dark red, instead of the "orange" color they are now. Something to match the color of the blood I know I have through the gore plugin.n nI love your plugins, and about 90% of the plugins I run on my server are based off of most of the plugins found HERE !! You guys have done a wonderful job for the world of DOD, and I plan to help as much as I can along the way...

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
08-21-2006, 05:42 PM #3

im not really sure theres any way to change the decal colors...nnthey might be set in the engine or somewhere i dont know.. becuase ive never been able to figure out how to change the color of a decal whether it be in amxx or adding it right to a map itself.. nni would think there has got to be some way to do it tho, i just havent ever figured it out..nnand it looks like a dark red to me.. but i might have diff brightness/gamma/contrast/color settings on my monitor or in my video settings

Z zak1212
posted here
Posts: 12
Threads: 2
Joined: Jul 2005
09-28-2006, 03:11 PM #4

When i use this plugin i get arrows and boxes everywhere not footsteps when the im bleeding (client/server)rnrndo i have to download a file to run with this model etc to get the footsteps to work rnrnor have i overlooked somethingrnrnregards

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
09-28-2006, 04:45 PM #5

hmm it should work fine as the footprints are right from the decals.wad file in the dod gcf file..nnhave you put a new/custom/etc decals.wad file in your dod folder?

Z zak1212
posted here
Posts: 12
Threads: 2
Joined: Jul 2005
10-16-2006, 09:10 AM #6

That fixed it.!rnrndotn know how that got changed but it works nowrnrnsuperb plugin many thanks

! !TK!- Cold Blooded
posted here
Posts: 27
Threads: 9
Joined: Nov 2006
11-09-2006, 05:35 AM #7

Hey I am very very new at this, so when it says "CVAR" do I need to add that to the CVAR file or what? And where would I put the JPEG image?

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
11-09-2006, 10:43 AM #8
Hey I am very very new at this, so when it says "CVAR" do I need to add that to the CVAR file or what? And where would I put the JPEG image?
nLOL, what jpeg image ?? There is no jpeg file for this plugin !! The jpeg you found is just a screenshot preview of what the plugin does.n nThe CVAR on the other hand goes into a file called amxx.cfg which is found in:ndod/addons/amxmodx/configs/amxx.cfgn nOpen the file (with notepad/wordpad) and append the line to the bottom of the file, save, upload back to server, and enjoy...

! !TK!- Cold Blooded
posted here
Posts: 27
Threads: 9
Joined: Nov 2006
11-10-2006, 07:12 AM #9
|= TatsuSaisei;2176']LOL, what jpeg image ?? There is no jpeg file for this plugin !! The jpeg you found is just a screenshot preview of what the plugin does.rn rnThe CVAR on the other hand goes into a file called amxx.cfg which is found in:rndod/addons/amxmodx/configs/amxx.cfgrn rnOpen the file (with notepad/wordpad) and append the line to the bottom of the file, save, upload back to server, and enjoy...
rnrnHAHAHA holy crumb! Told you I was a newb! I was going crazy trying to figure out where the heck that goes. Thanks a bunch!!!

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
07-27-2008, 07:25 PM #10

updated to v1.0nn

n- 05.20.2008 Version 1.0n    Changed Public CVAR formatn    Replaced respawn hook with PStatus methodn    Removed dodx death & damage registersn    Moved task id to a definen    Added PCVARsn
A Agente
posted here
Posts: 6
Threads: 1
Joined: Jun 2010
06-16-2010, 11:25 AM #11

Is there any way to change the time that the footprints are on the ground

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
06-16-2010, 06:14 PM #12

i believe the only thing you can do for that is to have each client increase their r_decals value (which allows them to have more decals at once which will make the footsteps not disappear as fast)

D danniboy90
posted here
Posts: 2
Threads: 1
Joined: Oct 2011
10-14-2011, 10:56 PM #13

hey,nnif you use a medic plugin or something that make you gain health,nyou probably want the plugin to check if the health exceeds pcvar(p_health).nnyou can do this by replacing the "make_footsteps(param[])" function with this.nn

npublic make_footsteps( param[] )n{n	new id = param[0];n	n	if ( get_user_health( id ) > get_pcvar_num( p_health ) || !is_user_alive( id ) || !is_user_connected( id ) )n	{n		if( task_exists( TASK_ID + id ) )n		{n			remove_task( TASK_ID + id );n		}n		g_isDying[id] = false;n		return;n	}n	n	if ( !get_pcvar_num( p_active ) || get_user_speed( id ) < 120 )n	{n		return;n	}nn	new origin[3];n	n	get_user_origin( id,origin );n	n	if( pev( id, pev_bInDuck ) == 1 )n	{n		origin[2] -= 18;n	}n	elsen	{n		origin[2] -= 36;n	}n		n	new Float:velocity[3], ent_angles[3], ent_origin[3];n	n	new ent = engfunc( EngFunc_CreateNamedEntity, engfunc( EngFunc_AllocString, "info_target" ) );nn	pev( id, pev_v_angle,ent_angles );n	pev( id, pev_origin,ent_origin );nn	if( ent > 0 )n	{n		ent_angles[0] = 0;   //tried changing to 180n		n		if(g_decalSwitch[id] == 0)n		{n			ent_angles[1] -= 90;n		}n		elsen		{n			ent_angles[1] += 90;n		}n		n		set_pev( ent, pev_origin, ent_origin );n		set_pev( ent, pev_v_angle, ent_angles );n		velocity_by_aim( ent, 12, velocity );nn		engfunc( EngFunc_RemoveEntity, ent );n	}n		n	message_begin( MSG_BROADCAST, SVC_TEMPENTITY, origin );n	write_byte( 116 );n	write_coord( origin[0] + floatround( velocity[0] ) );n	write_coord( origin[1] + floatround( velocity[1] ) );n	write_coord( origin[2] );n	write_byte( decals[g_decalSwitch[id]] );n	message_end();n	n	g_decalSwitch[id] = 1 - g_decalSwitch[id];n	n	return;n}n
nit also removed the "Tag mismatch" error from ent_angles[0].nnBut if you want this plus a neat and nice coding and a few small changes,nthen you can just replace it all:nn
n//////////////////////////////////////////////////////////////////////////////////n//n//	DoD Follow The Woundedn//		- Version 1.0n//		- 05.20.2008n//		- dod port: diamond-opticn//		- original: KRoT@Ln//n//////////////////////////////////////////////////////////////////////////////////n//n// Information:n//n//   - When the health of a player goes below ftw_health,n//     the footsteps of this player will be covered with blood,n//     thus you can follow him.n//n// CVARs:n//n//   ftw_active //Turn on(1)/off(0)n//   ftw_health //Health needs to be below this for effectn//n// Credits:n//n//   - Original plugin by KRoT@Ln//   - http://www.amxmodx.org/forums/viewtopic.php?t=17688n//   - Ported to DoD by diamond-opticn//n// Known Problems:n//n//   - Sometime the footprints show up at wierd angles on the ground.n//n// Changelog:n//n//   - 02.23.2006 Version 0.1n//  	  Initial DoD port releasen//n//   - 07.09.2006 Version 0.2n//  	  Replaced ENGINE module with FAKEMETAn//	  Removed AMXMISC modulen//n//   - 05.20.2008 Version 1.0n//  	  Changed Public CVAR formatn//	  Replaced respawn hook with PStatus methodn//	  Removed dodx death & damage registersn//	  Moved task id to a definen//	  Added PCVARsn//n//   - 10.15.2011 Version 1.1 - by [R]eTaRDn//	  Optimized code for readingn//	  Make_footsteps now checks if players health exceeds the pcvar(p_health)n//	  Changed ent_angles[0] to 0 instead of 0.0 and removed error Tag Mismatchn//        Checks if user is connectedn//n//////////////////////////////////////////////////////////////////////////////////nn#include <amxmodx>n#include <fakemeta>n#include <dodx>nn#define VERSION	 "1.1"n#define SVERSION "v1.1 - by diamond-optic (www.AvaMods.com) and [R]eTaRD"nn#define TASK_ID	 424754nnnew decals[2] = {120,121};nnnew bool:g_isDying[33];nnew g_decalSwitch[33];nnnew p_active,p_health;nnpublic plugin_init()n{n	register_plugin("DoD Follow the Wounded",VERSION,"AMXX DoD Team & KRoTaL & [R]eTaRD");n	register_cvar("dod_follow_the_wounded_stats",SVERSION,FCVAR_SERVER|FCVAR_SPONLY);nn	p_active = register_cvar( "ftw_active", "1" );n	p_health = register_cvar( "ftw_health", "5" );nn	//Temp fix for spawningn	register_message( get_user_msgid( "PStatus" ), "msg_PStatus" );n}nn////////////////////////////////////////////////////n// Temp fix for spawn hookn//npublic msg_PStatus( msgid, msgdest, id )n{n	if( msgdest == 2 && !id )n	{n		new player = get_msg_arg_int( 1 );n		new status = get_msg_arg_int( 2 );n		n		if( is_user_connected( player ) && status == 0 )n		{n			set_task( Float:0.1, "player_spawn", player );n		}n	}n}nnpublic client_connect( id )n{n	if( g_isDying[id] )n	{n		g_isDying[id] = false;n		n		if( task_exists( TASK_ID + id ) )n		{n			remove_task( TASK_ID + id );n		}n	}n}nnpublic player_spawn( id )n{n	if( g_isDying[id] )n	{n		g_isDying[id] = false;n		n		if( task_exists( TASK_ID + id ) )n		{n			remove_task( TASK_ID + id );n		}n	}n}nnpublic make_footsteps( param[] )n{n	new id = param[0];n	n	if ( get_user_health( id ) > get_pcvar_num( p_health ) || !is_user_alive( id ) || !is_user_connected( id ) )n	{n		if( task_exists( TASK_ID + id ) )n		{n			remove_task( TASK_ID + id );n		}n		g_isDying[id] = false;n		return;n	}n	n	if ( !get_pcvar_num( p_active ) || get_user_speed( id ) < 120 )n	{n		return;n	}nn	new origin[3];n	n	get_user_origin( id,origin );n	n	if( pev( id, pev_bInDuck ) == 1 )n	{n		origin[2] -= 18;n	}n	elsen	{n		origin[2] -= 36;n	}n		n	new Float:velocity[3], ent_angles[3], ent_origin[3];n	n	new ent = engfunc( EngFunc_CreateNamedEntity, engfunc( EngFunc_AllocString, "info_target" ) );nn	pev( id, pev_v_angle,ent_angles );n	pev( id, pev_origin,ent_origin );nn	if( ent > 0 )n	{n		ent_angles[0] = 0;   //tried changing to 180n		n		if(g_decalSwitch[id] == 0)n		{n			ent_angles[1] -= 90;n		}n		elsen		{n			ent_angles[1] += 90;n		}n		n		set_pev( ent, pev_origin, ent_origin );n		set_pev( ent, pev_v_angle, ent_angles );n		velocity_by_aim( ent, 12, velocity );nn		engfunc( EngFunc_RemoveEntity, ent );n	}n		n	message_begin( MSG_BROADCAST, SVC_TEMPENTITY, origin );n	write_byte( 116 );n	write_coord( origin[0] + floatround( velocity[0] ) );n	write_coord( origin[1] + floatround( velocity[1] ) );n	write_coord( origin[2] );n	write_byte( decals[g_decalSwitch[id]] );n	message_end();n	n	g_decalSwitch[id] = 1 - g_decalSwitch[id];n	n	return;n}nnpublic client_damage( attacker, victim, damage, wpnindex, hitplace, TA )n{n	if( !get_pcvar_num( p_active ) || !is_user_alive( victim ) )n	{n		return PLUGIN_CONTINUE;n	}nn	if( !g_isDying[victim] && get_user_health( victim ) <= get_pcvar_num( p_health ) )n	{n		g_isDying[victim] = true;n		g_decalSwitch[victim] = 0;n		n		new param[1];n		param[0] = victim;n		n		set_task( 0.2, "make_footsteps", TASK_ID + victim, param, 1, "b" );n	}n		n	return PLUGIN_CONTINUE;n}nnpublic client_death( killer, victim, wpnindex, hitplace, TK )n{n	if( g_isDying[victim] )n	{n		g_isDying[victim] = false;n		n		if( task_exists( TASK_ID + victim ) )n		{n			remove_task( TASK_ID + victim );n		}n	}n}nnstock get_user_speed( id )	//stock from fakemeta_util by VENn{		n	new Float:Vel[3];n	pev( id, pev_velocity, Vel );nn	return floatround( vector_length( Vel ) );n}n
nnn:)

DoD Plugins Archive · Repository · Old Forum Threads · Maps · Admin · built 14 Sep 2026 00:34 UTC