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Dod Technician (Bazooka Plus Carbine)

by Wilson [29th ID] · 2006-12-20 · 42 replies · 26245 views · 238 downloads

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From the first post

The long awaited...
rn
rn
/* TECHNICIANrn * Created by the 29th Infantry Divisionrn * [url]www.29th.org[/url]rn * [url]www.dodrealism.branzone.com[/url] -- Revolutionizing Day of Defeat Realismrn *rn * DESCRIPTIONrn * -Will give the Bazooka class an m1 carbine instead of a pistol, and thern * panzerjaeger class an mp40 instead of a pistol. Uses limited magazinesrn * for secondary weapons to provide balance.rn *rn * CVARSrn * -dod_technician <1/0>rn * Enables or disables the pluginrn *rn * CREDITSrn * -Sgt. Theelrn * -2Lt. Noblesrn * -DOD: Source...for the idearn * -Rukia for pdata and teaching me how to be a manrn *rn * FAQrn * -Can I customise this to give different multiple weapons?rn * Answer: Theoretically yes. This is the foundation of a dual weapons pluginrn * and could be transformed into suchrn * -Will this plugin make me better at Day of Defeat?rn * Answer: No, if you such you will still continue to suck. But this will give yourn * and extra weapon.rn *rn * KNOWN BUGSrn * -Drop both weapons, pick up carbine, and press slot2.rn * It will give you another carbine with full ammo until you switch weaponsrn *rn */

rn
rnJust to give you a heads up, this plugin is actually really useful, and makes the Rocket class actually practical.

Files

dod_technician.sma v1.0 24 KB 238 dl Download Compile

The thread

All 43 posts from 13 people on Dod Technician (Bazooka Plus Carbine), kept as they were written.

Wilson [29th ID]
started this thread
Posts: 623
Threads: 57
Joined: Oct 2005
12-20-2006, 05:26 AM #1

The long awaited...rnrn

/* TECHNICIANrn * Created by the 29th Infantry Divisionrn * www.29th.orgrn * www.dodrealism.branzone.com -- Revolutionizing Day of Defeat Realismrn *rn * DESCRIPTIONrn * -Will give the Bazooka class an m1 carbine instead of a pistol, and thern * panzerjaeger class an mp40 instead of a pistol. Uses limited magazinesrn * for secondary weapons to provide balance.rn *rn * CVARSrn * -dod_technician <1/0>rn * Enables or disables the pluginrn *rn * CREDITSrn * -Sgt. Theelrn * -2Lt. Noblesrn * -DOD: Source...for the idearn * -Rukia for pdata and teaching me how to be a manrn *rn * FAQrn * -Can I customise this to give different multiple weapons?rn * Answer: Theoretically yes. This is the foundation of a dual weapons pluginrn * and could be transformed into suchrn * -Will this plugin make me better at Day of Defeat?rn * Answer: No, if you such you will still continue to suck. But this will give yourn * and extra weapon.rn *rn * KNOWN BUGSrn * -Drop both weapons, pick up carbine, and press slot2.rn * It will give you another carbine with full ammo until you switch weaponsrn *rn */
rnrnJust to give you a heads up, this plugin is actually really useful, and makes the Rocket class actually practical.

Box Cutter
posted here
Posts: 155
Threads: 7
Joined: Jun 2006
12-20-2006, 07:15 AM #2

OMG, I have been waiting for you to release this baby. I think I actually had a dream about it lastnight. I am going to install and play with it now. Thanks a bunch for the early Christmas present Wilson.

Box Cutter
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12-20-2006, 08:57 AM #3

I had a chance to play around with this and I am very pleased with it. I did notice a few things that I'm sure you know about but just incase I will mention what I experienced.rnrnIf you use your wheel mouse to cycle through your weapons once you switch off of the bazooka you have to wheel mouse up in order to get back to the bazooka, if you scroll down it will never show up.rnrnOnce you spawn you are given the correct stock amount of bazooka ammo but once you switch off of it and come back you only have what is in the chamber. In order to reload you have to switch off and back to it and you will have one in the chamber again. The same happens with the carbine. In the end you basically have unlimited ammo for both when you repeat this cycle.rnrnIf you run the nade-for-all plugin like I do you lose the grenade when cycling through your weapons with the wheel mouse. Not a huge deal so I just set the CVAR to 0 for rockets.rnrnIt can get a little confusing when cycling from the carbine to the bazooka and back because the weapon images (whatever their called) move around and sometimes still shows the pistol.rnrnThanks again for the plugin Wilson. It is definately an original idea and a lot will be happy that this capability has been brought to DoD 1.3

diamond-optic
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12-20-2006, 09:03 PM #4

OMG WILSON!!! look at this mistake!!nn

Answer: No, if you such you will still continue to suck. But this will give youn * and extra weapon.
nnnpfff typo :-P lol

Wilson [29th ID]
started this thread
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12-20-2006, 10:52 PM #5

Hah.rnrnBox cutter, not sure what you mean about the chamber ammo thing. We've ran this in my server for months and never found that problem. The only known bugs deal with dropping and picking back up.rnrnThe scrolling part is simply not possible - I use the number keys to switch, but you have to understand that this does not actually give you 2 weapons at once from a technical aspect. It gives you a Bazooka, Pistol, Knife - when you grab pistol, it strips you and gives you Carbine, Pistol, Knife. It re-routes the weapon_colt and weapon_bazooka etc to the plugin's version of switching weapons.rnrnIn other words behind the scenes a lot more stuff is going on.

Box Cutter
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Joined: Jun 2006
12-21-2006, 12:45 AM #6

Well I know some people alternate from primary to knife or pistol using their wheel mouse and not by pressing 1, 2 , or 3, so I thought I'd mention it before anyone else wondered the same.rnrnWith the ammo situation I might not be explaining it well. When you spawn you have one rocket ready to fire and 5 extra. If you switch to say carbine or knife and switch back to the bazooka you don't have the 5 additional rockets anymore, only the one ready to fire. Once you fire it you have to switch back to knife or carbine then back to the bazooka to get another round. Again you only get one at a time and if you keep repeating this to get another rocket you never run out, it is unlimited, just one at a time.rnrnPerhaps another plugin is causing this to happen, I dont know. If anyone else has experienced this please say so.

tegu
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Joined: Aug 2006
12-21-2006, 07:50 PM #7
Well I know some people alternate from primary to knife or pistol using their wheel mouse and not by pressing 1, 2 , or 3, so I thought I'd mention it before anyone else wondered the same.rnrnWith the ammo situation I might not be explaining it well. When you spawn you have one rocket ready to fire and 5 extra. If you switch to say carbine or knife and switch back to the bazooka you don't have the 5 additional rockets anymore, only the one ready to fire. Once you fire it you have to switch back to knife or carbine then back to the bazooka to get another round. Again you only get one at a time and if you keep repeating this to get another rocket you never run out, it is unlimited, just one at a time.rnrnPerhaps another plugin is causing this to happen, I dont know. If anyone else has experienced this please say so.
rnrnSorry Box. I meant to jump in on this last night, but got sidetracked.rnWilson, he is 100% correct. I have the same issues with the plugin. BTW I believe that Box and I are on GS and therefore Linux.... I dont know if this is something related to that or not, just thought to mention it.rnrnGreat plugin otherwise. Would love to see it refined.rnrnThanks!

! !TK!- Cold Blooded
posted here
Posts: 27
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12-22-2006, 05:10 AM #8

Great plugin man! Brought more fun to the Bazookas. And hey I can't complain about unlimited ammo :D

TigerMan4
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01-03-2007, 02:15 AM #9

yeah...unlimmited ammo , all you have to do is scroll back and forth and you dont even have to reload , and you get unlimmited ammo and I noticed you dont get nades , and you cant pick up any other wepon if you drop your zook or 2nd wepon.rnrnother than that , people love , but those are the bugs I see.rnrn1)unlimmited ammorn2)cant pick up other gunsrn3)no nades

Wilson [29th ID]
started this thread
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01-03-2007, 08:31 AM #10

Hmm, definitely not the version I'm using. I'll try the version I uploaded and see how different it is. I'll have this up to date shortly.rnrnAlso the zook class doesn't get nades anyway..are you giving it nades with some other plugin?

TigerMan4
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01-03-2007, 09:57 AM #11

I have the "nade for all" plugin on my server.rnrnrnAlso , the Piat class on britt maps gets the Sten as a secondary wepon.rnrnI checked the sma and it doesnt list a version in it.rnrnI think I downloaded it off of "allied modders" but I`m not 100% sure.rnrnbut yeah , even if you hit #3 and then #1 again or Q for quick switch ( i use my scroll wheel to back and forth between guns ).rnrnif you scroll back and forth you get another round in the chamber or full clip in the gun and it never reloads , its just there ready to go.rnrnBullet_Fodder of TPG3v3 was in last night and was saying..."wtf I have unlimited ammo but I cannot reload" meaning if you hit the "R" you cant reload that way , you have to scroll or hit your # keys to switch guns to reload.rnrn***another thought came to mind *** is there a glitch on Avalanche where if the allies fire into the window over their first , it kills people at the base of the redroom stairs ?..I have only noticed this since I installed the plugin , you don`t hear any bang , you just die by zook when its fired into that window...but then again , no body on allies uses the zook untill now that they got unlimmited ammo.

Zor
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01-03-2007, 11:57 AM #12

Yes there is a nade/zooka bug there...its bad...but its not part of this plugin its part of DoDnnCheers!

diamond-optic
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01-03-2007, 09:22 PM #13

i get people sitting there firing rockets over and over into that window and constantly killing ppl thru the floor in the apts.. nnwish there was something that could be done bout that lolnnnhmm actually maybe sticking like a func_wall in the floor (setting its bbox size to cover the whole area) might block the explosion from going thru the wall.. maybe ill give it a try if i ever feel motivated enough to actually do something lol

Wilson [29th ID]
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01-03-2007, 10:19 PM #14

Nono, you guys don't understand. It's not a glitch - it's how the bazooka works - in real life the ceiling would collapse and kill them. That's hwo the zook works, by splash damage with ceilings and walls. That's how you kill people with it - it's not a glitch it's the beauty of it. No worse than camping somewhere with an mg.

TigerMan4
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01-03-2007, 11:14 PM #15

but what about the crazy unlimited ammo problem ?

tegu
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01-04-2007, 12:05 AM #16
;3235']Nono, you guys don't understand. It's not a glitch - it's how the bazooka works - in real life the ceiling would collapse and kill them. That's hwo the zook works, by splash damage with ceilings and walls. That's how you kill people with it - it's not a glitch it's the beauty of it. No worse than camping somewhere with an mg.
rnWait, so you are saying that by firing into the window over 1st... it kills everyone at the base of the REDROOM stairs and thats how its supposed to work???? rnrnI understand splash damage, but this is clearly a bug.

diamond-optic
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01-04-2007, 12:06 AM #17

yes but ive never seen it happen nearly that much in any other spot.. like ive hit walls where i knew someone was directly behind it and it doesnt do any dmg at all...nnand you gotta consider how you can shoot a rocket 3 ft next to someone in the open and most of the time it does barely any damage (which is one reason i asked zor to make the rocket explosion forward.. to try and increase the splash radius.. if i ever feel like it lmao)

tegu
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01-06-2007, 09:57 PM #18
yes but ive never seen it happen nearly that much in any other spot.. like ive hit walls where i knew someone was directly behind it and it doesnt do any dmg at all...rnrnand you gotta consider how you can shoot a rocket 3 ft next to someone in the open and most of the time it does barely any damage (which is one reason i asked zor to make the rocket explosion forward.. to try and increase the splash radius.. if i ever feel like it lmao)
rnStart feeling like it lol!

TigerMan4
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01-09-2007, 09:40 AM #19

this plugin is still awesome , however the unlimmited ammo deal has made it completely unfair when playing dod_glider.rnrnis there anyway to fix the ammo problem ?

J jason
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01-09-2007, 01:28 PM #20

Ya it is an awesome plugin.....ya the splash damage with zooka always been like that. People have always used the splash damage affect esp in ava. But it makes sense that a zooka would collaspe walls. That would be kool LOL if it worked that way and you could shoot walls down on top of people and it would show it. Think people have to remember this is an old game and you cant expect perfect realism.

tegu
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01-12-2007, 01:03 AM #21

My logs are steadily filling up with this:

rnL 01/11/2007 - 00:12:39: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).rnL 01/11/2007 - 00:13:57: [FAKEMETA] Invalid entity
rnand it randomly crashes my server. I really like the plugin but in needing to keep my pub server stable, I am having to drop this until it gets refined. Any clues on how to fix it??rnrnThanks in advance wilson

diamond-optic
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01-12-2007, 09:00 PM #22

try added debug after it in your plugins.ini and it should print more details to the error logs (as in what exactly is invalid.. and what line in the plugin its on)

tegu
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01-13-2007, 04:09 AM #23
try added debug after it in your plugins.ini and it should print more details to the error logs (as in what exactly is invalid.. and what line in the plugin its on)
rnrnWill do that now.

tegu
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01-13-2007, 01:24 PM #24

L 01/13/2007 - 00:14:28: [AMXX] Displaying debug trace (plugin "dod_technician.amxx")rnL 01/13/2007 - 00:14:28: [AMXX] Run time error 10: native error (native "pev")rnL 01/13/2007 - 00:14:28: [AMXX] [0] dod_technician.sma::fn_Touch (line 126)rnL 01/13/2007 - 00:15:06: [FAKEMETA] Invalid entity

Wilson [29th ID]
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01-13-2007, 09:51 PM #25

Fixed. Forgot to check if the ent was valid - thanks for the catch.

TigerMan4
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01-14-2007, 01:28 AM #26

will this fix the "unlimmited ammo" problem ?

tegu
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01-14-2007, 06:56 PM #27
;3578']Fixed. Forgot to check if the ent was valid - thanks for the catch.
rnrnNo Wilson, thank you!!!;)

TigerMan4
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01-16-2007, 10:06 AM #28

found another problem with the plugin.rnrnwhen I play kalt , if I use the panzer or the zook and I use my scroll wheel to exploit the unlimmited ammo glitch in the plugin ( only on kalt now ) I get kicked for chat flood overflow or somthing like that , it did it 3 times in a row last night so I switched guns and used my scroll wheel to toggle scope and such and it worked fine with no kicking.rnrnonly the zooks kick me in kalt with the unlimmited ammo glitch scroll wheel action.

K Kiel |17.SS|
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02-03-2007, 05:15 PM #29

Has this been updated yet?

Wilson [29th ID]
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02-09-2007, 06:41 PM #30

Now I realise why it works for me and other people but not for a few of you. It was the linux offset (or lack thereof)rnrnFIXED!

! !TK!- Cold Blooded
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02-09-2007, 08:40 PM #31

I used to have the unlimited ammo problem but I installed AmxModX 1.76c and now it works fine (no unlimited ammo). Just thought I would pass that along.

K knife108
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08-22-2007, 10:54 AM #32

L 08/22/2007 - 18:58:03: [DODX] Invalid player 19rnL 08/22/2007 - 18:58:03: [AMXX] Run time error 10 (plugin "dod_technician.amxx") - debug not enabled!rnL 08/22/2007 - 18:58:03: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).rnrnrnrnshould i enable the debug mode on dod_technician.amxx ?rnrnand will it increase the CPU load ?

blobby
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08-22-2007, 12:58 PM #33

Well i was gonna say try compile it your self and don't dl the compiled version dl the source code instead m8.

diamond-optic
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08-22-2007, 06:28 PM #34

same as the other thread.. enabling it shouldnt cause any problems and will tell exactly where the error is...nntho rare invalid player errors arent a big concern.. but its always nice to fix them

Wilson [29th ID]
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08-23-2007, 08:54 AM #35

I'm in the process of rewriting this anyway, since I now know how to actually give a player more than one primary weapon :D

K knife108
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08-24-2007, 05:33 AM #36
;7278']I'm in the process of rewriting this anyway, since I now know how to actually give a player more than one primary weapon :D
rnrnrnThat's a Crazy idea :D

TigerMan4
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10-10-2007, 10:52 PM #37

I have 1.76d and I still have unlimmited ammo, i just tested it.

Wilson [29th ID]
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10-11-2007, 08:08 PM #38
;7278']I'm in the process of rewriting this anyway, since I now know how to actually give a player more than one primary weapon :D
rnrnIt's about 80% complete.

Box Cutter
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11-10-2007, 04:51 PM #39

Hey Wilson, whats the progress on this puppy now? Sorry, just excited! = )

G Gardzfield
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03-06-2008, 04:25 PM #40

Hi Wilson,nnI'm running under the 1.76c AmxMoDx version.nnWhen I switch to the bazzooka, ammo don't be restored.nnAny Idea ?nnPS : I've compiled myself the plugin.nnWaiting to read you.

Wilson [29th ID]
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03-07-2008, 05:49 AM #41

Put it in debug mode and check the error logs for any errors that may be occuring.nnI will get around to finishing version 2 and posting it soon I promise :P

Wilson [29th ID]
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04-05-2008, 03:52 PM #42

This plugin is discontinued. Go here for its replacement.

meathead
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12-03-2008, 01:03 AM #43

This is the only plugin I have still having errors. Works fine, just an error in the logs every day.rnrnrnL 12/02/2008 - 16:32:45: [AMXX] Displaying debug trace (plugin "dod_rocketclass.amxx")rnL 12/02/2008 - 16:32:45: [AMXX] Run time error 10: native error (native "dod_get_user_class")rnL 12/02/2008 - 16:32:45: [AMXX] [0] dod_rocketclass.sma::dod_client_spawn_delayed (line 71)

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