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

DoD Ninja

by Hell Phoenix · 2006-07-10 · 51 replies · 36714 views · 856 downloads

Read the thread (52 posts)

From the first post

Description:    This plugin allows admins to turn players into ninjas.  Players thenhave low grav, no footsteps, unlimited stamina, and a LOT more health until they die.

n
n
Commands:namx_ninja < player >n/ninja in public chat (if self ninja is enabled)ndod_ninjamenun nCvars:ndod_ninja_health (Amount of health the ninja gets, default is 600)ndod_ninja_visibility (How invisible is the ninja, default is 100, range is 0 (completely invisible) to 256 (normal))ndod_ninja_self (Allow users to ninja themselves by typing /ninja into chat, 0 is off(default), 1 is on)ndod_ninja_random (Turn on the random Ninja mode, 1 person is selected to be a ninja, 0 is off(default), 1 is on)ndod_ninja_everyone (Turn on ninja madness mode, everyone is a ninja all the time, 0 is off(default), 1 is on)

n
n
Changelog:nv1.0    - Creatednv1.1    Added Invisibilitynv1.2    Added Instant Killnv1.3    Added Sword model so everyone sees a sword and not just you n          Added ability to self-ninja by saying /ninjan          Added random ninja moden          Optimized some codenv1.4    Added everyones a ninja moden          Blocked possible exploitsn          Added menu so its more "User Friendly"

n
nThe two model files go into your dod/models folder

Files

Sword_models.rar Archive 212 KB 461 dl Download
dod_ninja.sma Plugin Source 11 KB 395 dl Download Compile

The thread

All 52 posts from 14 people on DoD Ninja, kept as they were written.

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
07-10-2006, 11:06 AM #1
Description:    This plugin allows admins to turn players into ninjas.  Players thenhave low grav, no footsteps, unlimited stamina, and a LOT more health until they die.
n n
nCommands:namx_ninja < player >n/ninja in public chat (if self ninja is enabled)ndod_ninjamenun nCvars:ndod_ninja_health (Amount of health the ninja gets, default is 600)ndod_ninja_visibility (How invisible is the ninja, default is 100, range is 0 (completely invisible) to 256 (normal))ndod_ninja_self (Allow users to ninja themselves by typing /ninja into chat, 0 is off(default), 1 is on)ndod_ninja_random (Turn on the random Ninja mode, 1 person is selected to be a ninja, 0 is off(default), 1 is on)ndod_ninja_everyone (Turn on ninja madness mode, everyone is a ninja all the time, 0 is off(default), 1 is on)nn
n n
Changelog:nv1.0    - Creatednv1.1    Added Invisibilitynv1.2    Added Instant Killnv1.3    Added Sword model so everyone sees a sword and not just you n          Added ability to self-ninja by saying /ninjan          Added random ninja moden          Optimized some codenv1.4    Added everyones a ninja moden          Blocked possible exploitsn          Added menu so its more "User Friendly"n n
n nThe two model files go into your dod/models folder

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
08-08-2006, 07:00 PM #2

ok, I LOVE this plugin, but I had to change a few things on my end to better suit me... that invisible stuff was annoying really... too many complaints... but noone minds when they can see the player.. so I stripped that code out.... n nbut the one thing I noticed that I didn't like was that as the ninja you can see the custom model, but others simply saw the spade/knife... that rots... so I did this....n nafter this line in the function,n

entity_set_string(id, EV_SZ_viewmodel, "models/katana.mdl") 
n ni added this....n
entity_set_string(id, EV_SZ_weaponmodel, "models/p_katana.mdl")
n nso together...n n
 nentity_set_string(id, EV_SZ_viewmodel, "models/katana.mdl") nentity_set_string(id, EV_SZ_weaponmodel, "models/p_katana.mdl")n
n nand then you have to precache it...n n
public plugin_precache() { nprecache_model("models/katana.mdl")nprecache_model("models/p_katana.mdl")nreturn PLUGIN_CONTINUE n} 
n nand I have the p_ model ... and in the game, any player who is a ninja, others see his SWORD !!!! AWESOME !!! n nNow, only need a custom death message, that shows a sword sprite as the weapon that killed... that would complete this plugin...n nThanx so much for this code.. I am in love.....n nso um, how to "officially" attach the model I have for you all to have ??n nhere it is though .. put it in models folder...nhttp://76AD.com/downloads/p_katana.mdln nalso, I have come to realize, that in combination with the new sword model, the american kinfe animation sux, whereas the axis spade animation gives a more realistic sword attack... so I think I am going to change the code so that all ninjas get a spade, regardless of their team, so that the animation played... is more realistic to see...n nthe only thing I have yet to figure out, is how to slighty increase the distance in order to execute damage on someone... it still wants to be up close as if it was the knife... but a katana is almost 2 feet longer... so the "Reach" should be a bit longer as well...n nby the way, on my server, it is now called Samurai. Ninjas are dishonorable lot, and do not deserve the respect a Samurai does. A Samurai lives his life by HONOR, whereas ninjas are really just renegade Samurai...n nand slash in the air, that would be the final touch to this awesome plugin !!n nThanx again for this one !!!

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
08-08-2006, 11:31 PM #3
ok, I LOVE this plugin, but I had to change a few things on my end to better suit me... that invisible stuff was annoying really... too many complaints... but noone minds when they can see the player.. so I stripped that code out.... n
n nThats why you can change the level of invisibility (or have none) by changing the number after the define ;)n nGlad you like it. I will have to look at that model.

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
09-09-2006, 12:14 PM #4

what would be visbable ? 0 ?rnrnand will this work on admins who have imunity ?rnrnand what is the default letter flag for using ? rnrnI have found that "young" admins get carried away with new plugins.rnrnso if it was set to L , M or somthing to use it , I could not have every admin who has kick or ban using it.

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
09-09-2006, 02:10 PM #5
what would be visbable ? 0 ?n nand will this work on admins who have imunity ?n nand what is the default letter flag for using ? n nI have found that "young" admins get carried away with new plugins.n nso if it was set to L , M or somthing to use it , I could not have every admin who has kick or ban using it.
n nopen the sma file and READ it... most do not realize that good coders, put in instructions for usage in the sma file... and even when there are no instructions, just looking at the plugin_init function and "evaluating" the cvars will give insight as to how the plugin is "used"n nAnd for admin levels, when you use the sma to create your own compilation, you have explicit control over what admin level is used, and for which options...n nSo if you only want admin with immunity to be able to use it... replace the "default" level needed with the level YOU want...

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
09-09-2006, 02:23 PM #6

gah !rnrnread through it , have no clue what I`m looking at.rnrnI`m a 39year old noob when it comes to coding and such.

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
09-10-2006, 04:46 PM #7

Visable would be 100 (im going from memory here but Im almost positive).n nYes it works for admins with immunity.n nIt is set so that any admin with slay can use it. If you want it something different change the ADMIN_SLAY to whatever level you want.

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
09-10-2006, 06:45 PM #8
Visable would be 100 (im going from memory here but Im almost positive)
n nyou are definetely not an elephant...n n
[SIZE=2]npublic set_normal(id) {nif (g_status[id]){ng_status[id] = falsenset_user_health(id,100)nset_user_maxspeed(id,320.0)nset_user_footsteps(id,0)nset_user_gravity(id,1.0)ndod_set_stamina(id,STAMINA_SET,0,100)nset_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, [I][U]kRenderTransAlpha, 255[/U][/I])nset_entity_visibility(id, 1)n}nreturn PLUGIN_HANDLEDn}n[/SIZE]
n nVisible would be 255 thus the range for the ninja_invisibility value would be 0 - 255, 0 being completely invisible...n

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-18-2006, 08:48 AM #9

what is stock gravity ? so that I dont have ninjas flying all over the place.rnrnthanks

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
10-18-2006, 09:35 AM #10
what is stock gravity ? so that I dont have ninjas flying all over the place.n nthanks
ninside a plugin, gravity goes from 0.0 to 1.0 (0.0, 0.1, 0.2, ...)n nin the server console, default gravity is 800 (0-1000)

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
10-18-2006, 09:40 AM #11
what is stock gravity ? so that I dont have ninjas flying all over the place.n nthanks
n nIn a different post you asked about ninjas "flying"... this is the bit of code that SETS the player to ninja with "abilities"n n
 npublic cmd_blade (Player) {nset_user_health(Player,get_cvar_num("ninja_health"))nset_user_maxspeed(Player,999.0) nset_user_footsteps(Player,1) n[U][B]set_user_gravity(Player,0.2)[/B][/U] // <--- ALTER THIS VALUEndod_set_stamina(Player,STAMINA_SET,100,100)nset_user_rendering(Player, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, get_cvar_num("ninja_visibility"))nn{ nstrip_user_weapons(Player) nif(get_user_team(Player) == 2){ ngive_item(Player,"weapon_spade")n} nelse if(get_user_team(Player) == 1){ ngive_item(Player,"weapon_amerknife")n} nnnew name[32] nget_user_name(Player,name,31) nclient_print(0,print_chat,"[AMXX] %s is now a Ninja",name) nn}nnreturn PLUGIN_HANDLEDn}n
TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-18-2006, 10:34 PM #12

yeah but what would keep the ninjas like regular players ?rnrnI jumped last night and landed of a roof with the value in the plugin.rnrnI opend the sma and changed it to 2.0 and it didnt help . then I changed it to 10.00 and havn`t tried it yet. (set_user_gravity(id,10.0)rnrnI just dont want to screw it up.rnrnWhat i`m looking for is the value to set the ninjas gravity at so they jump normally. rnrnThanks in advance

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
10-19-2006, 12:02 AM #13

set_user_gravity, as already said, only takes float values 0.1-1.0 so setting it to anything over 1.0 wont do anything and id assume you'd get an error in your logs from it..

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-19-2006, 01:04 AM #14

is there a way to disable the thing that says... <player> is a ninja ?rnrnI saw it in the code , but I didnt know if I could ; it out or to make it not say it for everyone to see.rnrnalso there is a crazy noise when you ninja-fy yourself , it sounds like a chainsaw.....is this normal ?

Box Cutter
posted here
Posts: 155
Threads: 7
Joined: Jun 2006
10-19-2006, 01:15 AM #15

I will tell you something funny though. Try activating the no scope snipers fun plugin and then turn yourself into a ninja. Everytime you slash your sword it fires a shot as if your shooting bullet out of your sword and your kills register as a sniper hit. Kind awesome and funny, just thought I would share.

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
10-19-2006, 10:30 AM #16

Change : set_user_gravity(Player,0.2)nTo: set_user_gravity(Player,1.0)n nThat will give you normal gravity.n nTo turn off the ninja notification:nChange: client_print(0,print_chat,"[AMXX] %s is now a Ninja",name)nTo: //client_print(0,print_chat,"[AMXX] %s is now a Ninja",name)

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-22-2006, 07:38 PM #17

I // the line like you said , and it still says it , then I // all 3 of the lines in that string and I think it still says it , actually I know it does.rnrnany other ideas on how to get rid of the <name> is a ninja ?rnrnor do I have to restart the server to fix it ?

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
10-22-2006, 08:17 PM #18
I // the line like you said , and it still says it , then I // all 3 of the lines in that string and I think it still says it , actually I know it does.nnany other ideas on how to get rid of the <name> is a ninja ?nnor do I have to restart the server to fix it ?
nnlolnnnyou have to recompile the plugin, upload, restart/change the map

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-23-2006, 01:33 AM #19

i did that too ( i edited it and recompiled it ) and still...says....ninja

tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
10-25-2006, 09:56 PM #20
|= TatsuSaisei;460'] rnhere it is though .. put it in models folder...rnhttp://76AD.com/downloads/p_katana.mdlrn
rnDo you still have a copy of that mdl? I am looking for it and cant follow that link due to a 404.rnrnThanks Tatsu

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
10-26-2006, 11:48 PM #21
Do you still have a copy of that mdl? I am looking for it and cant follow that link due to a 404.n nThanks Tatsu
n nfixed the link... sorry for the inconvenience...

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-27-2006, 02:01 PM #22

is there anyway to get rid of the skull and crossbones thing that shows up when you kill someone as a ninja ?rnrnsometimes when I wack someone , it shows up as a spade or knife but a lot of the time it shows up as a skull and crossbones like a mortar kill.rnrnis there anyway to get rid of that ?

tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
10-28-2006, 12:37 AM #23
|= TatsuSaisei;2013']fixed the link... sorry for the inconvenience...
nnNo sir, Thank you for providing the correct link. I have edited the code (my first attempt-- IT EVEN COMPILED WOOHOO!) and am trying it out now.nnnOk, I put this and got no katana whatsoever....nn
npublic check_weapon(id){n	if (g_status[id]){n		if ( read_data(1) !=19){n			client_cmd(id,"drop")n		}n		new clip, ammo, wpnid = dod_get_user_weapon(id,clip,ammo) n		if (wpnid == DODW_SPADE || wpnid == DODW_AMERKNIFE) { n			entity_set_string(id, EV_SZ_viewmodel, "models/Katana.mdl")n			entity_set_string(id, EV_SZ_weaponmodel, "models/p_katana.mdl") n		} n	}n	return PLUGIN_CONTINUEn
nnand this n
npublic plugin_precache() { n	precache_model("models/Katana.mdl")n	precache_model("models/p_katana.mdl") n	return PLUGIN_CONTINUE n} n
nnAnyone know what happened?

tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
10-28-2006, 12:52 AM #24

Ok, nm, it seems that it doesnt like the K in Katana when used next to p_katananI changed it to lower case and made the mdl match and it works fine.nnnNext question....nCould you tell me how to strip the invis from it? Also, what would it take for me to get you to add some cvars to allow me to transform everyone on the server to ninjas and not just one at a time?nnI love this so far. With the invis though, I get tons of complaints of hackers etc...nnPlease let me know what I need to do and what you can do about the cvars. Thanks and keep up the good work!

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
10-28-2006, 02:41 AM #25
Could you tell me how to strip the invis from it? With the invis though, I get tons of complaints of hackers etc...
n nChange this...n
 npublic plugin_init() {nregister_plugin(PLUGIN, VERSION, AUTHOR)nregister_concmd("amx_ninja", "cmd_ninja", ADMIN_SLAY, "<authid, nick or #userid> - Turn player into a Ninja")nregister_cvar("ninja_health", "600")nregister_cvar("ninja_visibility", "50")nregister_event("ResetHUD", "set_normal", "be")nregister_event("CurWeapon", "check_weapon","be")nregister_forward(FM_AlertMessage,"blocksuicide") n}n
nto this...n
 npublic plugin_init() {nregister_plugin(PLUGIN, VERSION, AUTHOR)nregister_concmd("amx_ninja", "cmd_ninja", ADMIN_SLAY, "<authid, nick or #userid> - Turn player into a Ninja")nregister_cvar("ninja_health", "600")n//register_cvar("ninja_visibility", "50")nregister_event("ResetHUD", "set_normal", "be")nregister_event("CurWeapon", "check_weapon","be")nregister_forward(FM_AlertMessage,"blocksuicide") n}n
n nChange this...n
 npublic set_normal(id) {nif (g_status[id]){ng_status[id] = falsenset_user_health(id,100)nset_user_maxspeed(id,320.0)nset_user_footsteps(id,0)nset_user_gravity(id,1.0)ndod_set_stamina(id,STAMINA_SET,0,100)nset_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, 255)nset_entity_visibility(id, 1)n}nreturn PLUGIN_HANDLEDn}n
n nto this...n
 npublic set_normal(id) {nif (g_status[id]){ng_status[id] = falsenset_user_health(id,100)nset_user_maxspeed(id,320.0)nset_user_footsteps(id,0)nset_user_gravity(id,1.0)ndod_set_stamina(id,STAMINA_SET,0,100)n//set_user_rendering(id, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, 255)n//set_entity_visibility(id, 1)n}nreturn PLUGIN_HANDLEDn}n
n nChange this...n
 npublic cmd_blade (Player) {nset_user_health(Player,get_cvar_num("ninja_health"))nset_user_maxspeed(Player,999.0) nset_user_footsteps(Player,1) nset_user_gravity(Player,0.2) ndod_set_stamina(Player,STAMINA_SET,100,100)nset_user_rendering(Player, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, get_cvar_num("ninja_visibility"))n n{ nstrip_user_weapons(Player) nif(get_user_team(Player) == 2){ ngive_item(Player,"weapon_spade")n} nelse if(get_user_team(Player) == 1){ ngive_item(Player,"weapon_amerknife")n} n nnew name[32] nget_user_name(Player,name,31) nclient_print(0,print_chat,"[AMXX] %s is now a Ninja",name) n n}n nreturn PLUGIN_HANDLEDn}n
n nto this...n
 npublic cmd_blade (Player) {nset_user_health(Player,get_cvar_num("ninja_health"))nset_user_maxspeed(Player,999.0) nset_user_footsteps(Player,1) nset_user_gravity(Player,0.2) ndod_set_stamina(Player,STAMINA_SET,100,100)n//set_user_rendering(Player, kRenderFxGlowShell, 0, 0, 0, kRenderTransAlpha, get_cvar_num("ninja_visibility"))n n{ nstrip_user_weapons(Player) nif(get_user_team(Player) == 2){ ngive_item(Player,"weapon_spade")n} nelse if(get_user_team(Player) == 1){ ngive_item(Player,"weapon_amerknife")n} n nnew name[32] nget_user_name(Player,name,31) nclient_print(0,print_chat,"[AMXX] %s is now a Ninja",name) n n}n nreturn PLUGIN_HANDLEDn}n
tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
10-28-2006, 12:51 PM #26

Thank you so much for that one.rnrnOk so I am realizing now that if there are several things to a plugin and you dont want something, you just comment it out? That is cool beans!

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
10-28-2006, 01:27 PM #27
Thank you so much for that one.n nOk so I am realizing now that if there are several things to a plugin and you dont want something, you just comment it out? That is cool beans!
n nlol, commenting out something is the "safe" way to do it, until you are sure the plugin is working as expected, then you can simply delete all the commented lines to save a few bytes of space... you can also add you own comments as well... as a way to "learn" and remember what things do for when you go back through the code at a later date...

tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
10-29-2006, 11:00 PM #28

Hell Phoenix and Tatsu, you two have developed an awesome plugin here and I am not sure that you both know it. I have had nothing but comments on this one and all of them good. When the invisibility was on, I got a lot of cheater comments, but now that its off, people cant get enough of it.rnrnPlease think about making this have the ability to turn whole teams into ninjas or everyone at once. It would really make my life a lot easier lol.rnrnGJ guys!

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
10-30-2006, 01:41 AM #29

still anyone know how to get rid of the skull and cross bones that shows up when you wack somone with the katana ?rnrnit would be nice to be a ninja and not have people know , its a dead give away when you kill somone and it shows like a mortar kill instead of a spade or knife

tegu
posted here
Posts: 191
Threads: 11
Joined: Aug 2006
10-30-2006, 02:40 PM #30

Tiger I believe that it is from this line and down a few more, but I think it is there for a reason that has something to do with the grander scheme of things. rnrnrn

public blocksuicide(at_type, message[])
R RAOCKFISH
posted here
Posts: 5
Threads: 0
Joined: Dec 2006
12-02-2006, 08:18 PM #31

Hey has anyone thought of making a ninja model? Just so it looks better when you are a ninja, like take maybe the model from the half life black opps or a pre existing ninja model. Anyways yea if anyone has any ideas on this or would be willing to make it thank you.

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
12-03-2006, 12:14 AM #32
Hey has anyone thought of making a ninja model? Just so it looks better when you are a ninja, like take maybe the model from the half life black opps or a pre existing ninja model. Anyways yea if anyone has any ideas on this or would be willing to make it thank you.
nThere is a ninja player model, but it is designed for CS, and CS player models act and show up funny in DOD games..n nhttp://customdod.com/amxx_plugins/gign.mdl

R RAOCKFISH
posted here
Posts: 5
Threads: 0
Joined: Dec 2006
12-04-2006, 06:24 PM #33

Would anyone be willing to make it work better in dod? Also how do I put this in to work with the ninja plugin?

M MTCoors
posted here
Posts: 8
Threads: 1
Joined: Aug 2006
03-08-2007, 07:54 PM #34

Great plugin! My question is, Is there a way to to make it a "CLIENT" friendly plugin...another words let the client set ninja mode instead of an "ADMIN"? Seems like everyone wants to be ninja and i really don't have time to play the map..lol..........Thanks for the plugin!:D

R rebelios
posted here
Posts: 14
Threads: 3
Joined: Apr 2007
04-12-2007, 07:32 PM #35

is there a way to set this so that all peole become ninjas whenever they spawn or whenever they join the server

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
04-13-2007, 12:17 AM #36

At the current moment no...maybe I will look into doing that as soon as I finish up One weapon mod...its almost done.

R rebelios
posted here
Posts: 14
Threads: 3
Joined: Apr 2007
04-13-2007, 08:29 PM #37

ive been trying to get it to work, maybe you could take a look at my code and tell me where i should fix it, i was also trying to make 2 other game mode but they just dont work, it compiles fine but when i try to set the ninja to all or random it does not worknnni just kind of pieced it together with code from other plugins and what i knewnnEDIT: I decided to read a little more and now know where my mistakes came from,nBTW if i get this done can i rerelease it as long as i leave the original author in the file?nnEDIT: AgainnI got some help from some people at the amxx forums and it is fixed

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
04-16-2007, 02:42 PM #38

You guys are funny. Deleting code to remove things that are controlled by cvars? Thats really the hard way of doing things.n nAnyways, I updated this today as I didnt feel like doing actual work today at work.n nChangelog V1.3:nAdded Sword model so everyone sees a sword and not just you nAdded ability to self-ninja by saying /ninjanAdded random ninja modenOptimized some code

R rebelios
posted here
Posts: 14
Threads: 3
Joined: Apr 2007
04-16-2007, 02:53 PM #39

your implementation of random ninja isnt very user friendly as i know of many admins who most likely do not know how to change cvars

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
04-16-2007, 03:00 PM #40

Isnt user friendly? If you dont know how to change cvars then you shouldnt be running a server honestly. How hard is it to add dod_ninja_random 1 to your amxx.cfg file? Or, change the 0 to a 1 in the sma file before you compile it?

M MBosta
posted here
Posts: 208
Threads: 30
Joined: Sep 2006
04-16-2007, 03:13 PM #41
your implementation of random ninja isnt very user friendly as i know of many admins who most likely do not know how to change cvars
rnrnlooks like you need new admins

R rebelios
posted here
Posts: 14
Threads: 3
Joined: Apr 2007
04-16-2007, 08:22 PM #42
Isnt user friendly? If you dont know how to change cvars then you shouldnt be running a server honestly. How hard is it to add dod_ninja_random 1 to your amxx.cfg file? Or, change the 0 to a 1 in the sma file before you compile it?
rnrnOk but what if you dont want it on all the time then you have to be able to typee in the command for the correct cvar, and sometimes admins who arent in charge of this kind of stuff wont know the cvarrnrnsuch as i know cause ive read the code that to change the cvar i typernrnamx_cvar dod_ninja_random 1 rnrnbut that is a lot to remember for an admin that doesnt know the code itself

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
04-18-2007, 05:00 PM #43

Ok, updated to 1.4. nChangelog:n nAdded everyones a ninja modenBlocked possible exploitsnAdded menu so its more "User Friendly"

goodgirl
posted here
Posts: 2
Threads: 0
Joined: Dec 2005
04-26-2007, 10:45 AM #44

I have added the plugin and it works...just kills everyone who becomes a ninjarnwhat have I done wrong and how can I fixrnrnGG

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
04-26-2007, 11:04 AM #45

Thats how it is supposed to work if you turn everyone into a ninja (activate everyone is a ninja mode). It kills everyone then spawns them all at the same time...basically like restarting the round. Turning a single player into a ninja wont kill them though. n nIs that what your talking about?

P Panda
posted here
Posts: 14
Threads: 2
Joined: Mar 2007
06-22-2007, 06:43 AM #46

so what are the codes that i put in the cvars.ini? :s i have been trying to figure it out all morning and i havent a clue.

H Hell Phoenix
started this thread
Posts: 201
Threads: 17
Joined: Jan 2005
06-25-2007, 11:51 AM #47

dod_ninja_health 600ndod_ninja_visibility 100ndod_ninja_self 0ndod_ninja_random 0ndod_ninja_everyone 0

P Panda
posted here
Posts: 14
Threads: 2
Joined: Mar 2007
06-25-2007, 05:48 PM #48
dod_ninja_health 600rndod_ninja_visibility 100rndod_ninja_self 0rndod_ninja_random 0rndod_ninja_everyone 0
rnrnrnthese didnt work :s

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
06-25-2007, 06:01 PM #49
these didnt work :s
nnare you using the proper line format for the cvars.ini?nncvar values access

G gfy mmf
posted here
Posts: 22
Threads: 5
Joined: Apr 2008
08-23-2008, 07:38 PM #50

sory to bump this but the self ninja is not working?ndod_ninja_health 600ndod_ninja_visibility 50ndod_ninja_self 1ndod_ninja_random 0ndod_ninja_everyone 0

TigerMan4
posted here
Posts: 317
Threads: 37
Joined: Aug 2006
12-21-2008, 04:25 AM #51

Its been a while since I had this activated on my server...for reasons that can only be , admin abuse.rnrnbut I was wondering if there was an update that got rid of the skull and cross bones thing when you kill someone as a ninja.rnrnthat is a dead give away when you are ninja-ing around.rnrnany one ?

D DUhBOy
posted here
Posts: 1
Threads: 0
Joined: Jan 2011
01-04-2011, 03:39 PM #52

okey guys i download plugin and models.rni put models in models folder.rnamxx in amxmodx and plugins putted amxx. and write it to config i added them any still they are not working please help me?! I love ninjas and i wanna test it on my server please! help help help

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