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DoD Instant Spawn

by dodsynthetic · 2009-01-30 · 16 replies · 16705 views · 180 downloads

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Syn's Instant Spawn v1.002
rn
rnThis plugin completely removes the spawn delay when you die. It allows for a more intense game and works on player death or when they type kill in console. Team switching instant spawns too. There are no problems with the HUD/weapons either as I found out what is needed to be set for fixing that. Gotta love viewing the memory of a live server. XD Anyway, I'm not sure if this has been done before but I searched and couldn't find anything so I made my own.
rn
rn===========================
rnv1.002 Changes
rn===========================
rn- Fixed incorrectly sized arrays. Thanks go to Tank for spotting it. :D
rn
rn===========================
rnv1.001 Changes
rn===========================
rn- Added fix for conflict with the me spec / secret spectate plugin.
rn- Altered timings.
rn
rn===========================
rnCVARs
rn===========================
rninstant_spawn | 0 = off | 1 = on
rn- Enables or disables the instant spawn plugin. Default on.
rn
rn===========================
rnInstallation
rn===========================
rn- Compile the .sma file | An online compiler can be found here:
rn http:www.amxmodx.org/webcompiler.cgi
rn- Copy the compiled .amxx file into your addonsamxmodxplugins folder
rn- Add the name of the compiled .amxx to the bottom of your addonsamxmodxconfigsplugins.ini

Files

syns_instant_spawn.sma Plugin Source 6 KB 180 dl Download Compile

The thread

All 17 posts from 10 people on DoD Instant Spawn, kept as they were written.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
01-30-2009, 09:11 AM #1

Syn's Instant Spawn v1.002rnrnThis plugin completely removes the spawn delay when you die. It allows for a more intense game and works on player death or when they type kill in console. Team switching instant spawns too. There are no problems with the HUD/weapons either as I found out what is needed to be set for fixing that. Gotta love viewing the memory of a live server. XD Anyway, I'm not sure if this has been done before but I searched and couldn't find anything so I made my own. rnrn===========================rnv1.002 Changesrn===========================rn- Fixed incorrectly sized arrays. Thanks go to Tank for spotting it. :Drnrn===========================rnv1.001 Changesrn===========================rn- Added fix for conflict with the me spec / secret spectate plugin.rn- Altered timings.rnrn===========================rnCVARsrn===========================rninstant_spawn | 0 = off | 1 = onrn- Enables or disables the instant spawn plugin. Default on.rnrn===========================rnInstallationrn===========================rn- Compile the .sma file | An online compiler can be found here:rn http:www.amxmodx.org/webcompiler.cgirn- Copy the compiled .amxx file into your addonsamxmodxplugins folderrn- Add the name of the compiled .amxx to the bottom of your addonsamxmodxconfigsplugins.ini

T tom jones
posted here
Posts: 8
Threads: 0
Joined: Nov 2007
02-03-2009, 11:13 AM #2

Been looking for one and this one works great...... I love to see a few more new plugins coming out,,,, to help us older dod players to keep up with all the new games coming out,,,,, Thanks....

Ba5ic
posted here
Posts: 181
Threads: 26
Joined: Nov 2005
02-03-2009, 12:14 PM #3

Flawless as ever Syn.rnrnVery nice work.rnrnThanks :)

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
02-03-2009, 02:29 PM #4

Agreed, been running this from the day it got launched and it works flawlessly. Especially handy dandy for me, as I somehow always get blown up the moment they cap out, so before I had to wait until someone got killed, now I just spawn with the hobo's :P

| |OnEHiTwOnDeR|SoCal
posted here
Posts: 320
Threads: 37
Joined: Mar 2007
02-03-2009, 02:56 PM #5

Not flawlessrnrnIf u decided to switch teams all of a sudden it sometimes glitches and spawns you with everything stripped.rnrnOther than that very good plugin man.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
02-04-2009, 05:55 AM #6

I'll see if I can find out what might be causing that. I have found that it does need some additional checking/different method before choosing to spawing as it can double spawn a player. Though not end all, I'd rater not have it do that. The problem your seeing could be related. I also don't like the fact that changing class will respawn you. That will be fixed as well in the next update.

C ComeBack
posted here
Posts: 2
Threads: 0
Joined: Sep 2008
04-03-2009, 09:26 PM #7

Running your plugin on a windows based DoD server, and for some reason, at random, not every time, and only when it concerns an admin on the server, respawn after death will cause a server crashnnplease helpnnedit: actually just seems to be random - not admin only related, anyone related, and completely random, disabled plugin has stopped the server crashes, so it is definitely this plugin

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
04-05-2009, 03:37 AM #8

I'll be sure to look into this. Does it happen when the server is full? I mainly test all my plugins on my Windows/Linux dual boot server but also test on my GameServers server which is also Linux. These all run the latest versions of HLDS and AMXMODX. Anyway, I have an update in the works but it's not finished due to lack of free time.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
04-29-2009, 05:34 AM #9

Minor update to fix conflict with the me spec / secret spectate plugin and some timing adjustments. So far I haven't been able to reproduce the above two posted problems but will continue to see if I can.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
05-21-2009, 12:11 PM #10

New update. As usual, I forgot to size the arrays to accommodate the fact that player numbers are 1-32 and not 0-32. Thank you Tank and sorry for the 300mb log files. XD

Dr.G
posted here
Posts: 776
Threads: 75
Joined: Nov 2007
05-21-2009, 12:46 PM #11

you got a strange love for prethink syns :)

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
05-28-2009, 07:02 AM #12

lol It's a tasty place. XD

redskinrebel
posted here
Posts: 15
Threads: 3
Joined: Jan 2012
01-10-2012, 01:18 PM #13

love this plug in works great only thing is I also added kill info and now I spawn to fast for that plug in to work how can I adjust it so Im not spawning right away ??

redskinrebel
posted here
Posts: 15
Threads: 3
Joined: Jan 2012
01-12-2012, 09:25 PM #14

my apologies seem like I wasn't paying attention the plug in does work seems that i spawn to fast to see it lol

P pinkerton
posted here
Posts: 12
Threads: 2
Joined: Feb 2019
02-18-2019, 11:55 PM #15

Hey, I have been trying to get plugins to work literally all day today and no matter what I try I keep ending up with bad loads when I run amx_plugins. rnrnI cannot for the life of me figure out why these plugins aren't working. I've tried the instant spawn, parachute, and a couple others. Always just results in a bad load. I've gone into dod/addons/amxmodx/configs/modules.ini and manually enabled each of the following by removing the ;rnrnfunrnenginernfakemetarngeoiprnsocketsrnregexrnnvaultrnhamsandwichrnrnrnBut to no avail. Still bad load. I've been using this website to compile the sma files: https://www.amxmodx.org/webcompiler.cgi It creates the amxx file, I place it into amxmodx/plugins, I add the name at the bottom of the list in config/plugins.ini - still get the bad load.

F Fysiks
posted here
Posts: 108
Threads: 3
Joined: Aug 2007
02-19-2019, 12:52 AM #16
Hey, I have been trying to get plugins to work literally all day today and no matter what I try I keep ending up with bad loads when I run amx_plugins. rnrnI cannot for the life of me figure out why these plugins aren't working. I've tried the instant spawn, parachute, and a couple others. Always just results in a bad load. I've gone into dod/addons/amxmodx/configs/modules.ini and manually enabled each of the following by removing the ;rnrnfunrnenginernfakemetarngeoiprnsocketsrnregexrnnvaultrnhamsandwichrnrnrnBut to no avail. Still bad load. I've been using this website to compile the sma files: https://www.amxmodx.org/webcompiler.cgi It creates the amxx file, I place it into amxmodx/plugins, I add the name at the bottom of the list in config/plugins.ini - still get the bad load.
rnrnMake sure that you are using the latest stable version of AMX Mod X (1.8.2). With this version, you won't need to edit module.ini at all. Also, make sure that the entry in plugins.ini includes the ".amxx" and that the file exists in the plugins folder.rnrnYou should probably post this somewhere more appropriate (i.e. not in a thread for a specific plugin).

P pinkerton
posted here
Posts: 12
Threads: 2
Joined: Feb 2019
02-19-2019, 01:08 AM #17

Thanks for the quick response Fysiks, I did end up getting an unlimited sprint plugin to work, and also a avalanche grenade glitch block plugin to work.rnrnIt's just this instant respawn one I can't seem to get.rnrnServer is running 1.8.2 like you said, and I've been using a 1.8.2 compiler - which I used for the other two plugins that I got working. Also double checked the amxx file was in plugins, as well as typed correctly in the .ini. Still getting a bad load. rnrnCould it be the way I'm copying and pasting the sma data into the compiler? My method for that has been putting the sma file into amxmodx/scripting - and then opening it from there so I can copy and paste the entire text within. Then I paste that text into that compiler website (along with loading the sma file). Am I not suppose to copy the entire thing? This is what I've copied:rnrn/*=================================================================================================rnrnSyn's Instant Spawn v1.002rnrnrnrnThis plugin completely removes the spawn delay when you die. It allows for a more intense game andrnrnworks on player death or when they type kill in console. Team switching instant spawns too. Therernrnare no problems with the HUD/weapons either as I found out what is needed to be set for fixing that.rnrnGotta love viewing the memory of a live server. XD Anyway, I'm not sure if this has been done rnrnbefore but I searched and couldn't find anything so I made my own. rnrnrnrn===========================rnrnv1.002 Changesrnrn===========================rnrn- Fixed incorrectly sized arrays. Thanks go to Tank for spotting it. :Drnrnrnrn===========================rnrnv1.001 Changesrnrn===========================rnrn- Added fix for conflict with the me spec / secret spectate plugin.rnrn- Altered timings.rnrnrnrn===========================rnrnCVARsrnrn===========================rnrninstant_spawn | 0 = off | 1 = onrnrn- Enables or disables the instant spawn plugin. Default on.rnrnrnrn===========================rnrnInstallationrnrn===========================rnrn- Compile the .sma file | An online compiler can be found here:rnrn http:www.amxmodx.org/webcompiler.cgirnrn- Copy the compiled .amxx file into your addonsamxmodxplugins folderrnrn- Add the name of the compiled .amxx to the bottom of your addonsamxmodxconfigsplugins.inirnrnrnrn===========================rnrnSupportrnrn===========================rnrnVisit the AMXMODX Plugins section of the forums @ rnrnhttp:www.dodplugins.net or http:www.rivurs.comrnrnrnrn===========================rnrnLicensernrn===========================rnrnSyn's Instant SpawnrnrnCopyright (C) 2012 SyntheticrnrnrnrnThis program is free software; you can redistribute it and/orrnrnmodify it under the terms of the GNU General Public Licensernrnas published by the Free Software Foundation; either version 2rnrnof the License, or (at your option) any later version.rnrnrnrnThis program is distributed in the hope that it will be useful,rnrnbut WITHOUT ANY WARRANTY; without even the implied warranty ofrnrnMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See thernrnGNU General Public License for more details.rnrnrnrnYou should have received a copy of the GNU General Public Licensernrnalong with this program; if not, write to the Free SoftwarernrnFoundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.rnrn=================================================================================================*/rnrnrnrn#include <amxmodx>rnrn#include <amxmisc>rnrn#include <dodx>rnrn#include <fakemeta>rnrnrnrn// =================================================================================================rnrn// Declare global variables and valuesrnrn// =================================================================================================rnrnnew pntr_instant_spawnrnrnnew spawn_switch[33]rnrnnew round_startrnrnnew hud_sent[33]rnrnrnrn// =================================================================================================rnrn// Plugin Initrnrn// =================================================================================================rnrnpublic plugin_init() {rnrn register_plugin("SynInstantSpawn","1.002","Synthetic")rnrn register_cvar("SynInstantSpawn", "v1.002 by Synthetic - www.rivurs.com",FCVAR_SERVER|FCVAR_SPONLY)rnrn rnrn pntr_instant_spawn = register_cvar("instant_spawn","1")rnrn register_forward(FM_PlayerPreThink, "func_prethink")rnrn register_event("HLTV","func_round_new","a","1=0","2=0") rnrn register_logevent("func_round_end", 2, "1=Round_End")rnrn register_event("ResetHUD","func_respawn","be")rnrn}rnrnrnrn// =================================================================================================rnrn// Check for when a player needs to be insta-spawned and spawn them!rnrn// =================================================================================================rnrnpublic func_prethink(id) {rnrn if(hud_sent[id] && round_start && spawn_switch[id] == 0 && pev(id,pev_health) <= 0 && get_pdata_int(id,366) != -1 && get_pcvar_num(pntr_instant_spawn) && pev(id,pev_team) != 3)rnrn {rnrn set_task(0.4,"func_spawn",2200+id)rnrn spawn_switch[id] = 1rnrn set_task(0.5,"func_reset",2201+id)rnrn }rnrn}rnrnrnrn// =================================================================================================rnrn// Keep track of round start and end so we don't initially spawn a player before it starts.rnrn// =================================================================================================rnrnpublic func_round_new() {rnrn round_start = 1rnrn}rnrnrnrnpublic func_round_end() {rnrn new irnrn round_start = 0rnrn for(i=0;i<32;++i)rnrn {rnrn hud_sent[i] = 0rnrn }rnrn}rnrnrnrn// =================================================================================================rnrn// Prevent double spawning on round start by seeing if ResetHUD message has been sent to playerrnrn// =================================================================================================rnrnpublic func_respawn(id) {rnrn if(round_start)rnrn {rnrn hud_sent[id] = 1rnrn }rnrn}rnrn// =================================================================================================rnrn// Reset initial round start spawn switchrnrn// =================================================================================================rnrnpublic func_reset(id) {rnrn id = id - 2201rnrn spawn_switch[id] = 0rnrn}rnrnrnrn// =================================================================================================rnrn// Respawn!rnrn// =================================================================================================rnrnpublic func_spawn(id) {rnrn id = id - 2200rnrn set_pev(id,pev_iuser1,0)rnrn set_pdata_int(id,264,0) // I found this is needed to use weapons for a forced spawn.rnrn dllfunc(DLLFunc_Spawn,id)rnrn}

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