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DoD Tackle (v1.3)

by diamond-optic · 2006-11-08 · 49 replies · 23634 views · 195 downloads

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DoD Tackle
n
- Version 1.3
n- 06.13.2007
n- diamond-optic
n- Server List: http://www.game-monitor.com/search.php?rulename=dod_tackle_stats
n
nInformation:
n
- Sprint into enemy players (or teammates with ff on) to do the following:n    * knock the weapon out of their hands (primary weapon)n    * knock any objects (tnt/satchel/etc) or their extra ammo out of their hands n    * knock them down on the ground (if not already prone)n    * 'particle' effect -> little floating dots all around youn    * quick little screenfaden    * push the player when you hit themn    * do damage to the playernn- Theres also a quicker fade for the attacker so you know when you hit someonen- Various CVAR settings to control various aspectsn- Can Set it so admins can 'hit' teammates even with ff offn- Logs various details for psychostats to pick up (thanks TatsuSaisei)n- Has NO effect on bots (dont really think its worth processing them)

nCVARs
:
n
dod_tackle "1"            //turn ON(1)/OFF(0) pluginnndod_tackle_use "0"        //turn ON(1)/OFF(0) needing to press +use keyn                          //while sprinting. Setting to "1" while havingn                          //friendly fire on is useful so you dont hitn                          //teammates all the time...nndod_tackle_admins "0"        //turn ON(1)/OFF(0) admins being able to hitn                             //teammates even when ff is off (def. admin: immunity)nndod_tackle_ff "2"       //determines how plugin behaves in FF situations...n                        //"0" = NO friendly fire no matter whatn                        //"1" = ALWAYS friendly firen                        //"2" = Obeys mp_friendlyfire settingnnndod_tackle_drop "1"          //turn ON(1)/OFF(0) dropping weapon (if using primary)ndod_tackle_dropchance "2"    //chance of dropping weapon (1 in # chance)nndod_tackle_prone "1"         //turn ON(1)/OFF(0) forcing pronendod_tackle_pronechance "3"   //chance of forcing prone (1 in # chance)nndod_tackle_fade "1"          //turn ON(1)/OFF(0) screenfadendod_tackle_fadechance "1"    //chance of screenfade (1 in # chance)ndod_tackle_fade_attacker "1"  //turn ON(1)/OFF(0) screenfade for the attackernndod_tackle_push "1"          //turn ON(1)/OFF(0) pushing te victimndod_tackle_pushchance "2"    //chance of pushing the victim (1 in # chance)nndod_tackle_dmg "1"           //turn ON(1)/OFF(0) doing damagendod_tackle_dmgchance "4"     //chance of doing damage (1 in # chance)ndod_tackle_dmgamt "40"       //amount of damage for each hitnndod_tackle_particles "1"    //turn ON(1)/OFF(0) 'particle' effectndod_tackle_particleschance "2"    //chance of effect happening (1 in # chance)nndod_tackle_vector "1"        //turn ON(1)/OFF(0) 'vector/punchangle' effectndod_tackle_vectorchance "2"    //chance of effect happening (1 in # chance)
Compiler Defines:
n
TACKLE_ADMINn        * controls the admin level usedn        * default level: immunitynnVECTORn        * sets the angle used when calculating the vector/punchangle effectn        * this number is set as the maximum posible anglen        * the number is negated to set the minimum posible anglen        * default value: 40n    nFULL_PRECACHEn        * controls whether all files are precached or not n        * If you find that some sounds dont work, enable thisn        * If you get any related precache errors, enable this

nChangeLog
:
n
- 11.07.2006 Version 1.0n      Initial Releasenn- 11.13.2006 Version 1.1n    Added new hit & damage soundsnn- 11.18.2006 Version 1.2n    Fixed typo in the CVAR list comment (missing last 'c' in dod_tackle_fade_attacker)n    Added CVAR to control how the plugin acts with friendly firen    Fixed being able to still hit botsnn- 11.18.2006 Version 1.2bn    Fixed getting player team before checking if its really a player (im so dumb)nn- 06.13.2007 Version 1.3n    Removed some unneccesary code & made various improvements..n    Blocked tackle after round endn    Improved weapon droppingn    Added dropping of objects & extra ammon    Now will undo some +/- client commandsn    Added 'particles' effectn    Removed 'speed' cvar as sprint speed seems to always be constant    n    Added 'vector' effect (punchangle)n    Removed default DoD sounds from precache (dod already precaches them)n    Added FULL_PRECACHE define to enable precaching all filesn    Adjusted 'push' forcen    Fixed bug with setting user kills

nDOWNLOAD URL:
http://www.avamods.com/download.php?view.57

Files

dod_tackle.sma Plugin Source 16 KB 195 dl Download Compile

The thread

All 50 posts from 15 people on DoD Tackle (v1.3), kept as they were written.

diamond-optic
started this thread
Posts: 2,068
Threads: 103
Joined: May 2005
11-08-2006, 01:23 AM #1

DoD Tacklen- Version 1.3n- 06.13.2007n- diamond-opticn- Server List: http://www.game-monitor.com/search.php?rulename=dod_tackle_statsnnInformation:n

- Sprint into enemy players (or teammates with ff on) to do the following:n    * knock the weapon out of their hands (primary weapon)n    * knock any objects (tnt/satchel/etc) or their extra ammo out of their hands n    * knock them down on the ground (if not already prone)n    * 'particle' effect -> little floating dots all around youn    * quick little screenfaden    * push the player when you hit themn    * do damage to the playernn- Theres also a quicker fade for the attacker so you know when you hit someonen- Various CVAR settings to control various aspectsn- Can Set it so admins can 'hit' teammates even with ff offn- Logs various details for psychostats to pick up (thanks TatsuSaisei)n- Has NO effect on bots (dont really think its worth processing them)n
nCVARs:n
dod_tackle "1"            //turn ON(1)/OFF(0) pluginnndod_tackle_use "0"        //turn ON(1)/OFF(0) needing to press +use keyn                          //while sprinting. Setting to "1" while havingn                          //friendly fire on is useful so you dont hitn                          //teammates all the time...nndod_tackle_admins "0"        //turn ON(1)/OFF(0) admins being able to hitn                             //teammates even when ff is off (def. admin: immunity)nndod_tackle_ff "2"       //determines how plugin behaves in FF situations...n                        //"0" = NO friendly fire no matter whatn                        //"1" = ALWAYS friendly firen                        //"2" = Obeys mp_friendlyfire settingnnndod_tackle_drop "1"          //turn ON(1)/OFF(0) dropping weapon (if using primary)ndod_tackle_dropchance "2"    //chance of dropping weapon (1 in # chance)nndod_tackle_prone "1"         //turn ON(1)/OFF(0) forcing pronendod_tackle_pronechance "3"   //chance of forcing prone (1 in # chance)nndod_tackle_fade "1"          //turn ON(1)/OFF(0) screenfadendod_tackle_fadechance "1"    //chance of screenfade (1 in # chance)ndod_tackle_fade_attacker "1"  //turn ON(1)/OFF(0) screenfade for the attackernndod_tackle_push "1"          //turn ON(1)/OFF(0) pushing te victimndod_tackle_pushchance "2"    //chance of pushing the victim (1 in # chance)nndod_tackle_dmg "1"           //turn ON(1)/OFF(0) doing damagendod_tackle_dmgchance "4"     //chance of doing damage (1 in # chance)ndod_tackle_dmgamt "40"       //amount of damage for each hitnndod_tackle_particles "1"    //turn ON(1)/OFF(0) 'particle' effectndod_tackle_particleschance "2"    //chance of effect happening (1 in # chance)nndod_tackle_vector "1"        //turn ON(1)/OFF(0) 'vector/punchangle' effectndod_tackle_vectorchance "2"    //chance of effect happening (1 in # chance)
Compiler Defines:n
TACKLE_ADMINn        * controls the admin level usedn        * default level: immunitynnVECTORn        * sets the angle used when calculating the vector/punchangle effectn        * this number is set as the maximum posible anglen        * the number is negated to set the minimum posible anglen        * default value: 40n    nFULL_PRECACHEn        * controls whether all files are precached or not n        * If you find that some sounds dont work, enable thisn        * If you get any related precache errors, enable this
nChangeLog:n
- 11.07.2006 Version 1.0n      Initial Releasenn- 11.13.2006 Version 1.1n    Added new hit & damage soundsnn- 11.18.2006 Version 1.2n    Fixed typo in the CVAR list comment (missing last 'c' in dod_tackle_fade_attacker)n    Added CVAR to control how the plugin acts with friendly firen    Fixed being able to still hit botsnn- 11.18.2006 Version 1.2bn    Fixed getting player team before checking if its really a player (im so dumb)nn- 06.13.2007 Version 1.3n    Removed some unneccesary code & made various improvements..n    Blocked tackle after round endn    Improved weapon droppingn    Added dropping of objects & extra ammon    Now will undo some +/- client commandsn    Added 'particles' effectn    Removed 'speed' cvar as sprint speed seems to always be constant    n    Added 'vector' effect (punchangle)n    Removed default DoD sounds from precache (dod already precaches them)n    Added FULL_PRECACHE define to enable precaching all filesn    Adjusted 'push' forcen    Fixed bug with setting user kills
nDOWNLOAD URL: http://www.avamods.com/download.php?view.57

=|[76AD]|= TatsuSaisei
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11-08-2006, 01:21 PM #2
n- Logs various details for psychostats to pick up (thanks tatsu)n
n nYW!!n nI like the idea of this plugin, it is a fresh neat concept!! n nI havn't had the chance to try it yet, but I do look forward to it.

Box Cutter
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11-08-2006, 07:44 PM #3

I just installed this and I'm going to try it now. Thanks once again d-o

Box Cutter
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11-08-2006, 08:34 PM #4

Just got done playing with it on the server and it is very fun. I did notice that sometimes when you get tackled and proned you will get stuck on the ground, almost like the bury command, but I guess it isnt a big deal since your attacker is probably going to shoot or stab you once they have you knocked down anyways. Also it doesn't appear to work when trying to tackle a bot, they seem to hold their own very well = )rnrnThanks again for the plugin d-o. It will be a fine addition on my server.

diamond-optic
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11-08-2006, 08:40 PM #5

yeah it doesnt work on bots.. sorry i should have put that in the info...nntho i could always have it do some of it to bots... but with bots, you cant execute client commands like drop and prone on themnnand i never noticed any problems with getting stuck after going prone.. i dont see why that would really happen.. as its basically the same as the client pressing their prone key.. but ill try and make it happen for me lol

Box Cutter
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11-08-2006, 10:24 PM #6

Yeah the bot thing really isnt a big deal as they are only a filler anyways, and with the bury effect happening if you can figure it out cool but if not like I said once your down your pretty much dead anyways. The plugin still rocks the way it is, and my members are loving it.

diamond-optic
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11-08-2006, 10:32 PM #7

lol ill probably be posting my 'throw rocks' plugin in the next day or two.. goes real well with this lol.. funny shit when you sprint into a guy, knock him down.. then pelt him to death with rocks lol

Box Cutter
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11-08-2006, 10:57 PM #8

I can't wait, brings a whole new meaning to melee.

tegu
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11-09-2006, 01:16 AM #9

Thx again Diamond! Trying this one now too!rnrnrnCant wait for rocks!

tegu
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11-09-2006, 01:52 AM #10

Ok this is awesome. I just tried it out with a select few individuals on the server and they loved it. I cant wait to add rocks to this. rnrnYou guys here at DoD Plugins are the best plugin makers ANYWHERE!

=|[76AD]|= TatsuSaisei
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11-09-2006, 10:39 AM #11
funny shit when you sprint into a guy, knock him down.. then pelt him to death with rocks lol
n nLMAO, I needed a good chuckle...

K Kiel |17.SS|
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11-11-2006, 07:43 PM #12

Every time I try to compile it, it says could not locate output file. Any idea what's wrong?

=|[76AD]|= TatsuSaisei
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11-11-2006, 07:51 PM #13
Every time I try to compile it, it says could not locate output file. Any idea what's wrong?
nI have had this problem and for me it was dependant on where the sma file was coming from and then where it was "output" to... this only occurs when using AMXX Studio, if this is the same for you, try changing the "output" location to a new one, and then manually moving the amxx file to where you really want it to go...

WARDOG
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11-14-2006, 03:51 PM #14

I'm getting this on compile.rnrn//AMXXPC compile.exern// by the AMX Mod X Dev Teamrnrnrn//// dod_tackle.smarn// D:amxmodx-1.70addonsamxmodxscriptingdod_tackle.sma(131) : error 017: undrnefined symbol "IN_USE"rn// D:amxmodx-1.70addonsamxmodxscriptingdod_tackle.sma(140) : error 017: undrnefined symbol "vector_length"rn// D:amxmodx-1.70addonsamxmodxscriptingdod_tackle.sma(247) : error 017: undrnefined symbol "user_silentkill"rn//rn// 3 Errors.rn// Could not locate output file D:amxmodx-1.70addonsamxmodxscriptingcompilernddod_tackle.amx (compile failed).rn//rn// Compilation Time: 0.48 secrn// ----------------------------------------rnrnPress enter to exit ...

diamond-optic
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11-14-2006, 08:21 PM #15

hmm those are in defualt amxx include files..nncheck your includes directory and make sure you have the following:nn

hlsdk_const.incnmessage_stocks.incnvector.incn
diamond-optic
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11-15-2006, 10:32 PM #16

little bitty update :-)nnVersion 1.1n

- 11.13.2006 Version 1.1n Added new hit & damage sounds
Box Cutter
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11-16-2006, 11:54 AM #17

I just updated the plugin and it is even better with the sounds. Thanks d-o.

diamond-optic
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11-16-2006, 12:05 PM #18

ya it was def. something i meant to do before releasing.. just i guess it slipped my mind :-)nnthanks tho.. :-P

{SR} *Raggy*
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11-16-2006, 02:35 PM #19

I'll have to update this and throw in the throw rocks one aswell :) Thanks Diamond for the great plugins :D

Wilson [29th ID]
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11-18-2006, 10:42 AM #20

Heh, very neat idea. After a few days of it however, I began to hate everyone in my server. :-P

{SR} *Raggy*
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11-18-2006, 12:56 PM #21

Haha I haven't told anyone how ta do it :P Cause I knew I'd began to hate them cause my guys are a bit crazy with things on my server :P A very good example would be the playerpush plugin

diamond-optic
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11-19-2006, 01:10 AM #22

updated to version 1.2nn

- 11.18.2006 Version 1.2n Fixed typo in the CVAR list comment (missing last 'c' in dod_tackle_fade_attacker)n Added CVAR to control how the plugin acts with friendly firen Fixed being able to still hit bots
new CVAR:n
dod_tackle_ff "2"       //determines how plugin behaves in FF situations...n                        //"0" = NO friendly fire no matter whatn                        //"1" = ALWAYS friendly firen                        //"2" = Obeys mp_friendlyfire setting
diamond-optic
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11-19-2006, 01:47 AM #23

ugghhhhhhnnwait before you update lol...nnntheres an error i just noticed coming up.. (lmao i had a 4mb error log)nni doubt ill have time right now to do it but ill give it a try lolnnSORRY!!

diamond-optic
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11-19-2006, 01:56 AM #24

ok lol sorry it was something very simple.. and stupid... lol should be all fixed nownnversion 1.2bn

- 11.18.2006 Version 1.2bn Fixed getting player team before checking if its really a player (im so dumb)
nnonce again.. sorry.. but i did get to it quick so no one was probably affected by it

E etothep
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11-22-2006, 07:05 PM #25

bad load bad load bad load ugh. seems ive tried everything. can any of you guys help with this?nnI used the amxx web compiler, put the cvars in amxx.cfg, and dod_tackle.amxx in plugins.ininnnname version author nFun 1.76 AMX Mod X Dev Team nEngine 1.76 AMX Mod X Dev Team nFakeMeta 1.76b AMX Mod X Dev Team nDoD Fun 1.76b AMX Mod X Dev Team nDoDX 1.76b AMX Mod X Dev Team n5 nnis this right, do i need anything else or to disable one of these? Ive also been noticing stats.amxx has been logging a runtime error and dont know why, would that have anything to do with it? Could it be conflicting with another plugin?nnthis plugin sounds like a blast, anything you guys can add to help would be awesome.

=|[76AD]|= TatsuSaisei
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11-22-2006, 11:53 PM #26
nI used the amxx web compiler, put the cvars in amxx.cfg, and dod_tackle.amxx in plugins.ini
nThis might be a rather dumb question, but since you listed what you did and neglected to mention the following, it may be the simple solution.... but in all of your installation did you put the .amxx file in the plugins folder ??n nas for stats.amxx in the plugins.ini file add debug after the plugin name on the same line...n n
stats.amxx debug
n nthis will provide a more detailed error log of what is actually causing an error with that plugin....

diamond-optic
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11-23-2006, 01:02 AM #27

since stats.amxx is a defualt file.. there might be something wrong with your installation if your getting errors on the stats plugin

E etothep
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11-23-2006, 08:05 PM #28

tatsu my apologies, looking back i really should have mentioned thats something ive done already. thanks for not calling me names, im not that slow =D.rnrnIve tried the debug method and got something like "something index out of range." I have no c based experience (outside of js) so I dont know where I should even start with that.rnrnHowever, we have been through many versions of amxx so Im going to try reinstallng my server and the new amxx. Thanks for the quick replies guys (diamond, bang-up job really). Ill post back whether it works or not.

=|[76AD]|= TatsuSaisei
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11-23-2006, 08:59 PM #29
tatsu my apologies, looking back i really should have mentioned thats something ive done already. thanks for not calling me names, im not that slow =D.n nIve tried the debug method and got something like "something index out of range." I have no c based experience (outside of js) so I dont know where I should even start with that.n nHowever, we have been through many versions of amxx so Im going to try reinstallng my server and the new amxx. Thanks for the quick replies guys (diamond, bang-up job really). Ill post back whether it works or not.
n nI would never make comments or call someone names for being unable to install some of these mods...n nAs for the debug text... post it here and let us look it over... I am guessing it is probably an issue that occurs when a command is trying to execute on a player id and the player unexpectedly leaves the server before the command is done executing thereby nulling the players id, which will in turn report as an error in the code... Now, this may not even be it... so simply paste the contents of the debug log here and let us try to figure it out...n nAnd I agree, diamond is one smart and creative cookie...

E etothep
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11-24-2006, 03:54 PM #30

ok thanks for the help and details. Ill be back at my computer tomorrow night and ill post some codes and try some things.

diamond-optic
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11-24-2006, 08:10 PM #31

well he said its saying an 'index out of range' error.. which more likely then not is really saying 'index out of bounds' which would come from referencing an array somewhere thats larger then the variable's array size is set to.. i believe.. tho ive always thought that the compiler would find these and break the compile.. but i have a plugin that gives me 'index out of bounds' errors but cant figure out whats wrong with it at all... lol

E etothep
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11-27-2006, 04:22 PM #32

1. reinstalled amxx and my server.n2. USE THE COMPILER HERE INSTEAD OF THE AMXX WEB COMPILER. nn=D got it working!nnThanks for all the help. It works! nnYou were right about that index off table or w.e. you call it, some of my comp sci friends said the same thing you did. I think it was caused by our busted stats plugin not your plugin =DnnIm off to install dod_throwrocks now =DnnId love to return the help sometime. If you need the help of an experienced graphic/animation/modelling guy pm me.

E etothep
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12-02-2006, 04:12 PM #33

sorry for double posting, just wanted to report back that the plugin is a hit. its so much easier than kicking someone who is blocking a door. and its so much more fun to let them figure out why they just got thrown to the ground haha. thanks for the help guys.

R RAOCKFISH
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12-30-2006, 05:43 AM #34

dod_tackle 1rndod_tackle_speed 200rndod_tackle_use 1rndod_tackle_admins 1rndod_tackle_ff 2rndod_tackle_drop 1rndod_tackle_dropchance 4rndod_tackle_prone 1rndod_tackle_pronechance 4rndod_tackle_fade 1rndod_tackle_fadechance 4rndod_tackle_fade_attacker 0rndod_tackle_push 0rndod_tackle_pushchance 2rndod_tackle_dmg 1rndod_tackle_dmgchance 4rndod_tackle_dmgamt 15rnrnAre these right? Since to me I thought 4 ment always and 1 would be 1 in 4 but it seems like its totally random if a player is knocked down or gets a fad or drops their weapon. Someone please show me what the noob is doing wrong?

=|[76AD]|= TatsuSaisei
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12-30-2006, 05:48 AM #35

1 would be always... what the "random" cvars do is take your number and make it the max amount for a random number generator... with your settings the likelyhood of actually tackling someone is 1 in 4 chance, or 25% of the time... If you want it to always happen, make the numbers 4 into 1 for a 1 in 1 chance, or 100% of the time...n nThe greater the number the smaller the chance of it occurring...

E etothep
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01-16-2007, 12:28 AM #36

maybe I missed this, maybe not.rnrnSuperb plugin really, I dont like to fool with the gameplay much (choose plugins wisely) but nothing beats dropping one of those clowns who blocks a doorway. rnrnI found a combination of cvars that works just right, but I have an inconvenience.rnrnIs there any way (maybe a quick change in the source?) I could move the ability for admins to tackle teammates (while ff is enabled) to another user flag? Some of my other plugins stop functioning to my likes when I give my admins immunity.rnrn:cool:

diamond-optic
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01-16-2007, 01:00 AM #37

on line# 95n

#define TACKLE_ADMIN    ADMIN_IMMUNITY    //Admin Level
nnchange the ADMIN_IMMUNITY to which ever you'd likenn
#define ADMIN_ALL        0    /* everyone */n#define ADMIN_IMMUNITY        (1<<0)    /* flag "a" */n#define ADMIN_RESERVATION    (1<<1)    /* flag "b" */n#define ADMIN_KICK        (1<<2)    /* flag "c" */n#define ADMIN_BAN        (1<<3)    /* flag "d" */n#define ADMIN_SLAY        (1<<4)    /* flag "e" */n#define ADMIN_MAP        (1<<5)    /* flag "f" */n#define ADMIN_CVAR        (1<<6)    /* flag "g" */n#define ADMIN_CFG        (1<<7)    /* flag "h" */n#define ADMIN_CHAT        (1<<8)    /* flag "i" */n#define ADMIN_VOTE        (1<<9)    /* flag "j" */n#define ADMIN_PASSWORD        (1<<10)    /* flag "k" */n#define ADMIN_RCON        (1<<11)    /* flag "l" */n#define ADMIN_LEVEL_A        (1<<12)    /* flag "m" */n#define ADMIN_LEVEL_B        (1<<13)    /* flag "n" */n#define ADMIN_LEVEL_C        (1<<14)    /* flag "o" */n#define ADMIN_LEVEL_D        (1<<15)    /* flag "p" */n#define ADMIN_LEVEL_E        (1<<16)    /* flag "q" */n#define ADMIN_LEVEL_F        (1<<17)    /* flag "r" */n#define ADMIN_LEVEL_G        (1<<18)    /* flag "s" */n#define ADMIN_LEVEL_H        (1<<19)    /* flag "t" */n#define ADMIN_MENU        (1<<20)    /* flag "u" */n#define ADMIN_ADMIN        (1<<24)    /* flag "y" */n#define ADMIN_USER        (1<<25)    /* flag "z" */
E etothep
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01-16-2007, 01:40 AM #38

Wow, thanks for taking the time... so to get this perfectly straight, to set the tackle admin flag in the plugin to i (or admin chat ability), id say...nn#define TACKLE_ADMIN ADMIN_CHAT //Admin Level

diamond-optic
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01-16-2007, 10:04 AM #39

yup that should be it, lol i hope eheh

| |OnEHiTwOnDeR|SoCal
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03-26-2007, 01:06 AM #40

quick q..if i got push plugin for my admins with immunity and i get this tackled mod, wont the two plugins interfere with each other since they both use +use button.?

diamond-optic
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03-26-2007, 10:39 AM #41

well you dont 'HAVE' to use the '+use' button for this one.. you can make it set it so you just have to sprint into the person (and NOT press +use)..but if you have FF on that can become a pain lol..nnbut i never really tried both together.. for all i know.. both might work together at the same time.. :-

| |OnEHiTwOnDeR|SoCal
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03-26-2007, 10:52 AM #42

lol k thanks for the feedback diamond

J jondoe
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04-25-2007, 10:11 PM #43

I having some strange issues with the tackle plugin.rnAlthough all of the cvars have been commented out (i am tesing it) The plugin is still running and when players sprint into each other , One of them will get knocked down.rnhere is what i have in my amx.cfg.rnrn//dod_tackle modrn//dod_tackle "1"rn//dod_tackle_speed "160" rn//dod_tackle_use "0" rn//dod_tackle_admins "1" rn//dod_tackle_ff "1" rn//dod_tackle_drop "0" rn//dod_tackle_dropchance "0" rn//dod_tackle_prone "0" rn//dod_tackle_pronechance "0" rn//dod_tackle_fade "0" rn//dod_tackle_fadechance "0" rn//dod_tackle_fade_attacker "0" rn//dod_tackle_push "1" rn//dod_tackle_pushchance "1" rn//dod_tackle_dmg "1" rn//dod_tackle_dmgchance "1" rn//dod_tackle_dmgamt "1"rnrni'm not even sure why the plugin is functioning at this point. ?

M MBosta
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04-25-2007, 10:17 PM #44

if you want it off, put rnrndod_tackle "0" rnrnin the amxx.cfg, all the other commands will do nothing since that one disables the whole plugin. If you want it running, then putrnrndod_tackle "0"

diamond-optic
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04-25-2007, 10:23 PM #45

ya.. just commenting them out wont stop the plugin...nnas by default the cvar is set to 1nnn..and also unless you did a full reboot on your server the old cvars would still be set in the memory..nnnnn* lol damn *nnjust remembered i got an update to this laying around.. ill try and get that out maybe this week..

J jondoe
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04-25-2007, 10:45 PM #46

Oooo an update, shweet. ;)

blobby
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06-03-2007, 09:54 AM #47

Another great one dimond m8 this works a treat your a legend m8 with your plugins i think ive only got 3 what arnt made by you ++Karma for you again m8nnRegardsnnJS

diamond-optic
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06-13-2007, 06:49 PM #48

Update to v1.3nn

- 06.13.2007 Version 1.3n    Removed some unneccesary code & made various improvements..n    Blocked tackle after round endn    Improved weapon droppingn    Added dropping of objects & extra ammon    Now will undo some +/- client commandsn    Added 'particles' effectn    Removed 'speed' cvar as sprint speed seems to always be constant    n    Added 'vector' effect (punchangle)n    Removed default DoD sounds from precache (dod already precaches them)n    Added FULL_PRECACHE define to enable precaching all filesn    Adjusted 'push' forcen    Fixed bug with setting user kills
D Dumbass
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01-03-2009, 08:50 PM #49

Oh i loved...rnBut its possible to add cvar to enable/disable the drop weapon when is FF attack ? thx

diamond-optic
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01-04-2009, 06:49 PM #50

well i feel it would be a bit silly to add more cvars for controlling the effects when theres FF attacks.. but ill give you a snippet of code if you'd like to change it yourself (its a very simple change):nnfind (around line 342):n

if(get_pcvar_num(p_drop) && random_num(1,get_pcvar_num(p_dropchance)) == 1)n    client_cmd(ent,"drop;dropobject;dropammo") //slot3;+attack;wait;-attack;drop;dropobject;dropammo
change to:n
if(get_pcvar_num(p_drop) && random_num(1,get_pcvar_num(p_dropchance)) == 1 && team!=other_team)n    client_cmd(ent,"drop;dropobject;dropammo") //slot3;+attack;wait;-attack;drop;dropobject;dropammo
nthat should do it for you

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