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[Old] DoD DropGrenades ( v0.6 )

by Firestorm · 2006-07-09 · 103 replies · 34123 views · 246 downloads

Read the thread (104 posts)

From the first post

NOTE: This Plugin Has Been Remade to a Newer Version Here
rn
rn
rn
rn// DESCRIPTION:
rn// ============
rn//
rn// - Players drop their grenades (if they have any) when they die
rn// - Other players can pick up dropped grenades
rn// - dropped grenades can appear with either real grenade models or
rn// with the "Ammo Box" models so that players can see the difference
rn// between dropped and thrown grenades
rn// - special effects can be enabled for dropped grenades
rn// - grenades will be removed once a round is finished
rn// - additionally each player's previously dropped grenade(s) can be removed
rn// before dropping new ones.
rn
rn
// USAGE:rn// ======rn//rn// CVARS:rn//rn// dod_dropgrenades_enabled <1/0> = enable/disable DoD DropGrenadesrn// 1 = enabledrn// 0 = disabledrn//rn// dod_dropgrenades_removeold <1/0> = enable/disable removing player'srn// previously dropped grenade(s) beforern// dropping new onesrn// 1 = enabledrn// 0 = all grenades stay until roundendrn//rn// dod_dropgrenades_nademodel <1/2> = sets models for dropped grenadesrn// 1 = use real grenade modelsrn// 2 = use "Ammo Box" modelsrn//rn// dod_dropgrenades_nadefx <1/2/0> = sets effects for dropped grenadesrn// 1 = yellow particle snowrn// 2 = models are glowing in team's colorrn// 0 = no special effectsrn//rn//rn// ADMIN COMMAND:rn//rn// amx_dropgrenades <1/0> = enable/disable DoD DropGrenadesrn// 1 = enablern// 0 = disable and remove all dropped grenades
// CHANGELOG:rn// ==========rn//rn// - 26.07.2005 Version 0.5betarn// Initial Public Releasern//rn// - 21.08.2005 Version 0.5beta2rn// workaround:rn// - added a fix for strange behavior on AMXX 1.50betarn//rn// - 27.08.2005 Version 0.6betarn// changes:rn// - removed workaround for AMXX 1.50beta as the bug isrn// fixed in AMXX 1.55 which everyone should rather usern// than 1.50beta!rn//rn// - 21.05.2006 Version 0.6rn// changes:rn// - fixed it so that whatever type of grenade that is pickedrn// up it will give that user their types of grenade not anrn// enemy one.

Files

dod_dropgrenades.sma Plugin Source 14 KB 246 dl Download Compile

Archived builds from the server loose

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

dod_dropgrenades.amxx archived v0.1test 7 KB superseded by v0.6beta Download
dod_dropgrenades_114.amxx archived v0.2test 6 KB superseded by v0.6beta Download
dod_dropgrenades_174.amxx archived v0.3test 6 KB superseded by v0.6beta Download
dod_dropgrenades_152.amxx archived v0.4test 9 KB superseded by v0.6beta Download
dod_dropgrenades.sma v0.6beta 14 KB Download Compile
dod_dropgrenades.sma v0.1test 7 KB Download Compile
dod_dropgrenades_162.amxx Compiled Plugin 9 KB Download
dod_dropgrenades_205.sma v0.2test 6 KB Download Compile
dod_dropgrenades_249.sma v0.6beta 14 KB Download Compile
dod_dropgrenades_407.amxx Compiled Plugin 9 KB Download
dod_dropgrenades_435.amxx Compiled Plugin 6 KB Download
dod_dropgrenades_693.amxx Compiled Plugin 9 KB Download
dod_dropgrenades_768.sma v0.3test 7 KB Download Compile
dod_dropgrenades_825.amxx Compiled Plugin 9 KB Download
dod_dropgrenades_920.amxx Compiled Plugin 6 KB Download
dod_dropgrenades_942.amxx Compiled Plugin 6 KB Download

The thread

All 104 posts from 24 people on [Old] DoD DropGrenades ( v0.6 ), kept as they were written.

F Firestorm
started this thread
Posts: 31
Threads: 30
Joined: Jul 2006
07-09-2006, 09:44 AM #1

NOTE: This Plugin Has Been Remade to a Newer Version Herernrnrnrn// DESCRIPTION:rn// ============rn//rn// - Players drop their grenades (if they have any) when they diern// - Other players can pick up dropped grenadesrn// - dropped grenades can appear with either real grenade models orrn// with the "Ammo Box" models so that players can see the differencern// between dropped and thrown grenadesrn// - special effects can be enabled for dropped grenadesrn// - grenades will be removed once a round is finishedrn// - additionally each player's previously dropped grenade(s) can be removedrn// before dropping new ones.rnrn

// USAGE:rn// ======rn//rn// CVARS:rn//rn// dod_dropgrenades_enabled <1/0> = enable/disable DoD DropGrenadesrn// 1 = enabledrn// 0 = disabledrn//rn// dod_dropgrenades_removeold <1/0> = enable/disable removing player'srn// previously dropped grenade(s) beforern// dropping new onesrn// 1 = enabledrn// 0 = all grenades stay until roundendrn//rn// dod_dropgrenades_nademodel <1/2> = sets models for dropped grenadesrn// 1 = use real grenade modelsrn// 2 = use "Ammo Box" modelsrn//rn// dod_dropgrenades_nadefx <1/2/0> = sets effects for dropped grenadesrn// 1 = yellow particle snowrn// 2 = models are glowing in team's colorrn// 0 = no special effectsrn//rn//rn// ADMIN COMMAND:rn//rn// amx_dropgrenades <1/0> = enable/disable DoD DropGrenadesrn// 1 = enablern// 0 = disable and remove all dropped grenades
// CHANGELOG:rn// ==========rn//rn// - 26.07.2005 Version 0.5betarn// Initial Public Releasern//rn// - 21.08.2005 Version 0.5beta2rn// workaround:rn// - added a fix for strange behavior on AMXX 1.50betarn//rn// - 27.08.2005 Version 0.6betarn// changes:rn// - removed workaround for AMXX 1.50beta as the bug isrn// fixed in AMXX 1.55 which everyone should rather usern// than 1.50beta!rn//rn// - 21.05.2006 Version 0.6rn// changes:rn// - fixed it so that whatever type of grenade that is pickedrn// up it will give that user their types of grenade not anrn// enemy one.
=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
08-08-2006, 04:25 PM #2

ok, I tried this plugin, and amxx says it is running, I get no errors, and in game when I use the amx_dropgrenades 1, it says it is already running, yet there is nothing anywhere that remotely resembles a nade to pick up. I tried all the fx settings, tried using the 2 different model choices, and even hoped they were simply "invisible", but to no avail... n nI have looked through the code, did not find anything out of the ordinary, tried a few changes, and still nothing.... (well, creating an entity called info_target, which is what the nade "is" seems rather odd to me, as a mapper, but I am sure it can not be this)n nThere is nothing I hate more, then a plugin that runs, but doesn't work... hard to troubleshoot it with out some sort of an error, or glaring problem... but for all I can tell, it WANTS to work, and nothing is stopping it... it just isn't doing anything...

{SR} *Raggy*
posted here
Posts: 370
Threads: 27
Joined: Apr 2006
08-08-2006, 05:17 PM #3

Have u entered all this into amxx.cfg------>

Quote:rn// USAGE:rn// ======rn//rn// CVARS:rn//rn// dod_dropgrenades_enabled <1/0> = enable/disable DoD DropGrenadesrn// 1 = enabledrn// 0 = disabledrn//rn// dod_dropgrenades_removeold <1/0> = enable/disable removing player'srn// previously dropped grenade(s) beforern// dropping new onesrn// 1 = enabledrn// 0 = all grenades stay until roundendrn//rn// dod_dropgrenades_nademodel <1/2> = sets models for dropped grenadesrn// 1 = use real grenade modelsrn// 2 = use "Ammo Box" modelsrn//rn// dod_dropgrenades_nadefx <1/2/0> = sets effects for dropped grenadesrn// 1 = yellow particle snowrn// 2 = models are glowing in team's colorrn// 0 = no special effectsrn//rn//rn// ADMIN COMMAND:rn//rn// amx_dropgrenades <1/0> = enable/disable DoD DropGrenadesrn// 1 = enablern// 0 = disable and remove all dropped grenades rn
{SR} *Raggy*
posted here
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08-08-2006, 05:21 PM #4

I wasn't trying to sound smart there :)

=|[76AD]|= TatsuSaisei
posted here
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08-08-2006, 05:36 PM #5

oh i have done that and more... I know a thing or two about plugins.. I have written a handful myself.. so I am far from a n00b....

diamond-optic
posted here
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Joined: May 2005
08-08-2006, 10:27 PM #6

ive had problems with this too.. sometimes it works.. other times it seems like nothing happens.. sometimes ppl drop the wrong nades.. etc.. nnI started doing some fixes to the code and cleaning it up a bit but never got around to finishing up.. dont even know where i put it lol..nnand the info target is used for most plugins that create entities, especially those that arent normal dod ents (tho i dont see why it doesnt just create like weapon_stickgrenade and so on from the get go.. but whatever)

{SR} *Raggy*
posted here
Posts: 370
Threads: 27
Joined: Apr 2006
08-10-2006, 06:07 PM #7

I've only noticed I'm having problems with this plugin. When a axis dies he drops allies nades and when allies or british die they don't drop nades at all. Anyone know how ta fix this problem??

TigerMan4
posted here
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Joined: Aug 2006
08-21-2006, 10:57 PM #8

not working for me either....people dont drop any nades at all.

{SR} *Raggy*
posted here
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08-22-2006, 06:35 AM #9

It's working for me but only drops allies nades. After that it's fine for me :P

diamond-optic
posted here
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Joined: May 2005
08-22-2006, 12:15 PM #10

lol this shit probably needs a re-write heh

=|[76AD]|= TatsuSaisei
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08-22-2006, 12:17 PM #11
lol this shit probably needs a re-write heh
n nplease ?? :D

diamond-optic
posted here
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08-22-2006, 12:44 PM #12

lol well im too busy to do that.. ive been trying to get psychostats working again for me for like a month now.. nnmy normal host is being a pain cuase they wont give me the right user permissions to the findbin module so i need to figure out how to write in perl and hardcode all the path info..nnthen gameservers.com hosting are being dicks and blocking the hl query port so you cant retrieve server info for displaying on stats/websites/etc.. awesome how a gameserver company is making their webhosting incompatible with their game servers lol.. they say its port 27015 thats making all their hosted sites get hacked lolnnok sorry off topic :(

B bof
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08-22-2006, 06:36 PM #13

I have the same problem.rnrnno eror, plugin is running, but d'ont really work...

{SR} *Raggy*
posted here
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08-22-2006, 07:07 PM #14

If I knew anything about coding I'd try updating it myself :P

{SR} *Raggy*
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09-07-2006, 06:38 PM #15

dod_dropgrenades_enabled "1"rndod_dropgrenades_removeold "0"rndod_dropgrenades_nademodel "1"rndod_dropgrenades_nadefx "2"rnrnAre they good cvars? How do I get the 2 grenades to come up with this plugin? I can only get axis to drop them but not allies

Zor
posted here
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Joined: Jun 2006
09-07-2006, 10:28 PM #16

Will look at it....thought eveyone was dropping nades...nnCheers!

diamond-optic
posted here
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09-08-2006, 12:34 AM #17

sometimes it starts acting up a bit zor.. but i havent had time to really try and recreate the problems forcefully..

{SR} *Raggy*
posted here
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Joined: Apr 2006
09-08-2006, 07:11 AM #18

Allies drop them only when I had a different plugin on at the same time. I can't remember the plugin but it was like a month ago and I didn't take any notice of it :P Thats the only time I seen the 2 teams drop there own type of nades :P

Zor
posted here
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09-08-2006, 10:54 AM #19

Well I was playing last night on my server, its just a fresh reinstall of Amxmodx 1.75a And the only plugin causing problems is the ESP one, the drop grenades were working perfect.nnCheers!

{SR} *Raggy*
posted here
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09-08-2006, 04:25 PM #20

Will I try and reinstall the plugin?

diamond-optic
posted here
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09-08-2006, 08:54 PM #21
Will I try and reinstall the plugin?
nnlol is that really a question now...nnhow are we supposed to know if you will try and reinstall it

{SR} *Raggy*
posted here
Posts: 370
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Joined: Apr 2006
09-08-2006, 09:09 PM #22

Cause I like this plugin and I want it to actually work properly. I don't really like the way it only spawn for one team and that it gives the wrong nades at that point. I'm gonna reinstall it. If you don't wanna believe me you don't have too

H Haddock
posted here
Posts: 5
Threads: 0
Joined: Aug 2005
09-14-2006, 09:14 AM #23
I've only noticed I'm having problems with this plugin. When a axis dies he drops allies nades and when allies or british die they don't drop nades at all. Anyone know how ta fix this problem??
rnrnSame identical problem here..... even after a fresh re-install ....rnrnH@ddock

Garion
posted here
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Joined: Nov 2005
09-14-2006, 01:27 PM #24

only thing I've noticed with this is if your on Axis any nades you pick up, even those from the oppoents, are Axis nades, but if your Allies any nades you pick up are Allies nades. So I dunno if that's how it's supposed to be or not but other then that it works great.

TigerMan4
posted here
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Joined: Aug 2006
09-15-2006, 07:14 PM #25

does this only work with 1.75 amxx ? if so, then poooo I realy need to get the later version....stupid clan servers...GAH !

[ [WoH]Killemall4u
posted here
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Threads: 4
Joined: Apr 2006
09-28-2006, 11:50 PM #26

Running Linux Dedicated amxx 1.76a its working but not correctly Axis drop allies grenades and allies are not dropping at all the public seems to really like this plugin I was wondering is any working on this or is it dead?nnThanks

diamond-optic
posted here
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Threads: 103
Joined: May 2005
09-29-2006, 12:03 AM #27

ive downloaded some of the older plugins around here and im gonna try and fix a few things with them.. this is one of them

{SR} *Raggy*
posted here
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Joined: Apr 2006
09-29-2006, 06:11 AM #28

Thank you Diamond. Good luck with it I'm sure you'll be able to fix the problem some of us are having with this

C cartman
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09-30-2006, 01:54 PM #29

So is this plugin working on 1.76a or no?

tegu
posted here
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10-07-2006, 02:38 AM #30

Just dloaded and no it is definately not working... I am really sad now..... :(

{SR} *Raggy*
posted here
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10-07-2006, 08:52 AM #31

Ya thats really sad now :( I want this plugin on my server :( I love this plugin :)

C cartman
posted here
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10-10-2006, 07:50 PM #32

ok that means I don't update yet. Diamond we anxiously await your magic.

diamond-optic
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10-10-2006, 08:57 PM #33

i wouldnt get too excited.. ive got to get clan stuff in order before i even bother with any plugins

C Church
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10-11-2006, 04:20 AM #34

This plugin has worked with my server with no problems. Check your configs!!

tegu
posted here
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10-11-2006, 07:04 AM #35

ummm, no clue as to where it would be in my configs that its messed up... what settings are you running with it?

[ [WoH]Killemall4u
posted here
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10-11-2006, 11:53 AM #36

It's just a problem on linux servers

tegu
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10-11-2006, 11:30 PM #37

Ahhh that would explain it.... That freakin SUX!

{SR} *Raggy*
posted here
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Threads: 27
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10-31-2006, 02:51 PM #38

Is anyone able to update this plugin? I'd really appreciate it cause I really miss this plugin

J jason
posted here
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11-05-2006, 03:08 PM #39

Well I got a version not sure how but it works and only the axis side drops nades but the only thing is they all look like allies nades. You can make them glow but their glow green bec their allies or u can make them look like ammo boxes either way it works. I tried the download offered here thinking it was an updated version but when I installed it well it doesnt work at ALL! So I left my old version up...same creator of the plugin but its a bit different not sure if I mess with it one late night or its just a differ version? Here check it:nnhttp://www.teamsad.clanservers.com/Plugins/dod_dropgrenades.smanhttp://www.teamsad.clanservers.com/Plugins/dod_dropgrenades.amxxnnmaybe combine the 2 and make it happen .....

diamond-optic
posted here
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11-05-2006, 03:14 PM #40

i dont know any specific differences.. but you posted .6beta while attached to this thread is .6 (non beta)

J jason
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11-05-2006, 06:19 PM #41

well its different bec one works and one doesnt lol...not to be a smart assnnServernVersion: v1.1.2.0+ (Linux, Dedicated)nAddons: AMXMODX v1.75a, MetaMod v1.19n42 plugins, 42 running

tegu
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11-05-2006, 08:37 PM #42

He's right. It does work and the other doesnt....

J jason
posted here
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11-06-2006, 01:07 AM #43

Its definetly a linux issue bec it runs fine on a windows dod server....a friend ran it on his windows server and it All works. So someone needs to fix it for linux versions *cough* *cough*nn...im too anxious :)

{SR} *Raggy*
posted here
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11-06-2006, 04:45 AM #44

At least there is a version that works a bit for linux. That's a start :) Give the scriptors here a chance to come around to it

H hollow
posted here
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Joined: Oct 2006
11-16-2006, 07:52 PM #45

Yea does seem to be problem on linux servers. I have people running linux servers for me and doesnt work. Might want to post requirements on this plugin

diamond-optic
posted here
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11-16-2006, 08:52 PM #46

well if we knew exactly what the problem was we would

B bdjohns
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01-11-2007, 09:57 PM #47

On linux servers the nades do not show up at all. There for a while you would see them briefly like when u die but they would not be on the ground. It does not do that on my server now. I think my game server host is using a version of CentOs. If I knew what to look for I'd be glad to help. I miss this plugin on our server.

diamond-optic
posted here
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Joined: May 2005
01-11-2007, 10:24 PM #48

this is another one of those old plugins that needs to be reworked a bit and brought up to date :-(

tegu
posted here
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Threads: 11
Joined: Aug 2006
01-12-2007, 01:05 AM #49
On linux servers the nades do not show up at all. There for a while you would see them briefly like when u die but they would not be on the ground. It does not do that on my server now. I think my game server host is using a version of CentOs. If I knew what to look for I'd be glad to help. I miss this plugin on our server.
rnrnIf you look somewhere in the middle of this thread there is a plugin that does work with linux :cool:

{SR} *Raggy*
posted here
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Joined: Apr 2006
01-12-2007, 07:51 AM #50

The 4th page around the middle...

Zor
posted here
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01-12-2007, 12:45 PM #51

Ok I have reworked it again, but I need to get it checked out on a linux box...anyone? This is beta work so I dont want to expose it to the general public without a test on a linux box.nnCheers!

{SR} *Raggy*
posted here
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01-12-2007, 01:33 PM #52

I'll test it out if you wish

Zor
posted here
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01-12-2007, 02:49 PM #53

Ok I have modded it again...thought that something I did before fucked it up...so lets see if this version works..nnCheers!

{SR} *Raggy*
posted here
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Joined: Apr 2006
01-12-2007, 05:31 PM #54

Testing the plugin now...Will get back to ya :)

diamond-optic
posted here
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Joined: May 2005
01-12-2007, 09:06 PM #55

just for the sake of performance..nni would suggest adding pcvars & changing engine natives over to fakemeta

{SR} *Raggy*
posted here
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Joined: Apr 2006
01-12-2007, 10:15 PM #56

It wouldn't work for my server...I had tried like 10 times and done everything I could think of...

Zor
posted here
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01-13-2007, 12:03 AM #57

Whats it doing? Crashing? Or not starting at all? Is there any debug? Is it turned on...I was fucking with it for an hour before I realized it was turned off on the map I was playing on.nnCheers!

diamond-optic
posted here
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01-13-2007, 12:17 AM #58
I was fucking with it for an hour before I realized it was turned off on the map I was playing on.
nnngood to know your in charge of this place!!nnhahahah

Zor
posted here
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Joined: Jun 2006
01-13-2007, 02:33 AM #59

Hey I was fucking with the bleeding and the smoke grenade as well as the dropgrenade....so my ability to figure it out was hammpered! Hehehehe...so has anyone used EF_ParticleEffect???nnhttp://www.amxmodx.org/funcwiki.php?go=search&search=particlennTrying to get the smoke grenade to work with this shit!nnCheers!

{SR} *Raggy*
posted here
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01-13-2007, 06:49 AM #60

Yes it was running for like 3 hours on my server but it didn't work... It didn't crash the server and the server was running like any other day of mine... The only thing the plugin was doing was taking up space(No offence) As for the debug I can't find anything on the server at all that would help ya out Zor... Sorry

{SR} *Raggy*
posted here
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01-14-2007, 03:59 PM #61

Sorry about this but is there any update on this plugin Zor?

Zor
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01-14-2007, 07:29 PM #62

The only thing I can think of is that the linux uses some archaic ways...I will have to make the code bigger cause all I did was merged some checks...will get to it today if possible...nnCheers!

{SR} *Raggy*
posted here
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01-14-2007, 08:44 PM #63

OKie Dokey...I'll give it a try when you post :)

R Rookie
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01-15-2007, 03:57 PM #64

i am running a linux server. i downloaded the supposedly working version from page 4 of this thread posted by jason.rnrnnow before we go further, i have never written or debugged a amxx script in my life, so be patient with me.rnrnhere is what i did, i put log_amx statements at the beginning of each procedure then i put multiple log_amx statements in the client_death procedure as it appeared to be doing all the work.rnrnhere is what i got, it confirms that axis players are spawning allied grenades and that allies are not spawning nades at all.rnrn----------------------------------------------------------------------rnthis is a clean install from the linux download off the amxx site:rnrnmetamod version 1.19rnamx mod x = 1.76crn fun = 1.76rn engine = 1.76rn dod fun = 1.76brn dodx = 1.76brnrn--- spawned as axis player with 2 nades and killed myself with one of themrnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] Made it to the Procedure client_deathrnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] -- dod_dropgrenades_enabled: ]1[rnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] -- param[0]: ]1[rnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] -- dod_get_map_info(MI_ALLIES_TEAM): ]0[rnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] -- us_nades: ]1[rnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] -- axis_nades: ]0[rnL 01/15/2007 - 12:28:26: [dod_dropgrenades.amxx] Made it to the Procedure create_handgrenadern/* it spawns an allies grenade */rnrn--- spawned as allies player with 2 nades and killed myself with one of themrnL 01/15/2007 - 12:28:46: [dod_dropgrenades.amxx] Made it to the Procedure client_deathrnL 01/15/2007 - 12:28:46: [dod_dropgrenades.amxx] -- dod_dropgrenades_enabled: ]1[rnL 01/15/2007 - 12:28:46: [dod_dropgrenades.amxx] -- param[0]: ]1[rnL 01/15/2007 - 12:28:46: [dod_dropgrenades.amxx] -- dod_get_map_info(MI_ALLIES_TEAM): ]0[rnL 01/15/2007 - 12:28:46: [dod_dropgrenades.amxx] -- us_nades: ]0[rnL 01/15/2007 - 12:28:46: [dod_dropgrenades.amxx] -- axis_nades: ]0[rn/*doesn't think there is anything to spawn */rnrn----------------------------------------------rnthe real issue as i see it is that the "dod_get_user_ammo" call is not returning the correct values. i can see the problem but i am not sure how to fix it.rnrni want to help with this plugin, and as you can probably tell i know how to code, just not familiar with pawn or amxx.rnrni can provide my version of this plugin sma if you need it. i reformatted for readability and added log_amx.rnrnthanks.rnMike

K Kiel |17.SS|
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01-15-2007, 04:23 PM #65

does your version work mike?

{SR} *Raggy*
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01-15-2007, 04:27 PM #66

Please say it does... No offence Zor :)

diamond-optic
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01-15-2007, 04:42 PM #67

i would assume no..nnas why would he be debugging if it worked fine??nnand 2:n

i can see the problem but i am not sure how to fix it
nnni'd also assume 'his' version of the code is pretty much the same, except it has the debugging msgs in it..

{SR} *Raggy*
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01-15-2007, 04:49 PM #68

Oh yeah stupid me :P

R Rookie
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01-15-2007, 05:52 PM #69

my version doesn't work.rnbeen trying to figure out where the definition for the "dod_get_user_ammo" function is, can't find it in any .inc files so i assume it's in a module. either dodx or dod fun would be my guess. rnwonder if i could get the source code for those?rnjust a thought.

diamond-optic
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01-15-2007, 06:45 PM #70

its from dodfun.. so its in the dodfun.inc..nn

/*Gets the ammo of the specified weapon entity id */nnative dod_get_user_ammo(index,wid);
and the sourcecode for the modules is located on the amxx svn

R Rookie
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01-15-2007, 07:25 PM #71

i believe this to only be affecting linux servers, so do not try this on a windows server. i don't think it will work anyway!nnafter reviewing the code in the NPD.cpp file for the dodfun module, it appears to either have been compiled wrong or the code just isn't valid due to changes made else where.nngrenade ammo is supposed to be returned byn59+LINUXOFFSET nand n61+LINUXOFFSETnnbut for some reason this isn't the case, the values are actually being returned but it is returning at n57+LINUXOFFSET for alliesnandn59+LINUXOFFSET for axisnnnso until the person in charge of dodfun fixes the issue you can make the script work correctly by making the following 2 modification.nn****warning*****nremember i started with the script from page 4 of this thread posted by jason.nif/when this is fixed in the module and you update, this temporary fix will break. you have been warned!!!!!n****warning*******nnhere is the fix, it happens in 2 places on the sma.nnfirst placen-----------------------------------------n /* commented these out because the routine is returning on the wrong valuesn new us_nades = dod_get_user_ammo(param[0],DODW_HANDGRENADE)n new axis_nades = dod_get_user_ammo(param[0],DODW_STICKGRENADE) */nn /* this is a temp fix, the function is broke and i am not sure how to fix it. but this works */n new us_nades = dod_get_user_ammo(param[0],DODW_STG44)n new axis_nades = dod_get_user_ammo(param[0],DODW_HANDGRENADE)n---------------------------------------------nnsecond placen-----------------------------------------------n /* commented these out because the routine is returning on the wrong valuesn new british_nades = dod_get_user_ammo(param[0],DODW_HANDGRENADE)n new axis_nades = dod_get_user_ammo(param[0],DODW_STICKGRENADE) */nn new british_nades = dod_get_user_ammo(param[0],DODW_STG44)n new axis_nades = dod_get_user_ammo(param[0],DODW_HANDGRENADE)nn--------------------------------nnthen compile the sma and your good to go.nagain this is a temporary fix and you were warned about what is going to happen when the module developer fixes the issue.nnnops i missed a spot: in the function pfn_touch:n--------------------------n /* this is currently not working, so i will use what doesn new us_nades = dod_get_user_ammo(ptd,DODW_HANDGRENADE)n new axis_nades = dod_get_user_ammo(ptd,DODW_STICKGRENADE) */nn new us_nades = dod_get_user_ammo(ptd,DODW_STG44)n new axis_nades = dod_get_user_ammo(ptd,DODW_HANDGRENADE)nn---------------nand n---------------n /* this is currently not working, so i will use what does n new british_nades = dod_get_user_ammo(ptd,DODW_HANDGRENADE) n new axis_nades = dod_get_user_ammo(ptd,DODW_STICKGRENADE) *nn new british_nades = dod_get_user_ammo(ptd,DODW_STG44)n new axis_nades = dod_get_user_ammo(ptd,DODW_HANDGRENADE)nn-------------nhop this helps.nnthat's 4 places to modify all together.nnnRookie

diamond-optic
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01-15-2007, 08:10 PM #72

for stuff concerning the module.. i'd suggest posting about it in the modules section of the forum and zor will probably take a look into it then..

T test69
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01-15-2007, 09:31 PM #73

Well done, i test this now on my serveur Linux DOD :rnrn88.191.17.68:27015rnrn:cool: :cool: :cool:

R Rookie
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01-16-2007, 12:02 AM #74

thanks, will do. rnrn

for stuff concerning the module.. i'd suggest posting about it in the modules section of the forum and zor will probably take a look into it then..
Zor
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01-18-2007, 08:17 PM #75

Ok, looking at this...again need some time to do so. Tired at the moment. This will involve doing a debug I believe with file output of all the areas to see what I can see...I wish that I had a list of what was contained in the Private Data area so that it would be an easy fix.nnCheers!nnGotta love DoD Guys for fucking around with shit. Betting the mg heating is in there somewhere.nnCheers!

J jason
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01-20-2007, 01:33 AM #76

well entil their is some more feed back I think Ill just keep it how it is tho be nice if that works.

{SR} *Raggy*
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01-20-2007, 07:10 AM #77

I just want to point out here that I can see the axis nades from your version that you added a while back Zor but can't pick them up or anything...

Zor
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01-20-2007, 01:54 PM #78

Again I need to get the Fun module fixed that update the plugin....working on both.

{SR} *Raggy*
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01-20-2007, 06:20 PM #79

Yeah I could only see the axis nades there yesterday and I can see them alot now... Just can't pick em up... Don't rush yourself Zor... You want to make sure it'll be fixed and working perfectly :) Thanks Zor for your hard work on these forums and the website :)

R Rookie
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01-20-2007, 06:51 PM #80
Yeah I could only see the axis nades there yesterday and I can see them alot now... Just can't pick em up... Don't rush yourself Zor... You want to make sure it'll be fixed and working perfectly :) Thanks Zor for your hard work on these forums and the website :)
nnnare you using the plugin modifications i posted, if so check out the pfn_touch procedure, thats where the nade pickup happens. also, i change the way you picked up nades, cause the original script only allowed you to pickup nades if you were basically out of ammo on nades.nmy current version allows you to hold up to 3 axis nades and 3 allied nades at one time.nthinking that i may change it up so that you can configure # of nades via a CVAR instead of hard coding.nalso thinking about adding a CVAR for type of nade, so like if your on axis, you can pickup only axis nades etc etc......nbut i am going to hold off doing anything until we hear back from Zor. give him a chance, i looked at this code and debugging isn't going to be a 10 minute job.

{SR} *Raggy*
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01-21-2007, 08:26 AM #81

Send me the sma that you got Rookie please...

R Rookie
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01-21-2007, 07:10 PM #82
Send me the sma that you got Rookie please...
rnrnnot going to post the full sma to the internet, because when the fun module is fixed this plugin will not work. but i sent you an email. email me and i will send you a copy.

{SR} *Raggy*
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01-21-2007, 08:20 PM #83

Alrite cool

_ _RaInMaN_
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03-08-2007, 08:22 PM #84

Wonderin if i could get an email of tht plugin also..............please

=|[76AD]|= TatsuSaisei
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03-09-2007, 12:36 AM #85
not going to post the full sma to the internet, because when the fun module is fixed this plugin will not work.
n nwell, if you have a version that DOES work, modified by you or not, post it up and SHARE ... sheesh... just give credit where credit is due...n nI have been toying with the idea of "fixing" this plugin for a while... its on my "list" of things to do (um.. this list is some hundreds of items long...)

{SR} *Raggy*
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03-09-2007, 05:11 AM #86

Which number is this plugin at :P

=|[76AD]|= TatsuSaisei
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03-09-2007, 01:47 PM #87
Which number is this plugin at :P
n nyou honestly do not want to know right now... lol

{SR} *Raggy*
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03-09-2007, 05:37 PM #88

Tell me :P

R Rookie
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03-22-2007, 05:06 PM #89

i can do it, but if you read my original post, this plugin WILL BREAK as soon as the module is fixed, so what i was trying to avoid is a million post of "my plugin broke when i updated"rnrni figured i would post the solution and let people modify the plugin themselves. it's not that hard, but if they had to modify it they would remeber, oh i made changes to that plugin. and replace it with a new copy from the forums.rnrnsornrnadministrators of this forum. questionrndo you care if i post this plugin, knowing it will break with the module is fixed?rnrnRookie

diamond-optic
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03-23-2007, 08:31 PM #90

well hmm i would say probably changing the filename would be a good idea... so ppl can easily tell its a diff 'version'... maybe something like:nndod_dropgrenades_tempfixnnor something like that...

T TooLz
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03-29-2007, 01:02 PM #91

I'm going to work on this tomorrow. On my to-do list for this is the following:nn1. Change all Engine calls to FakeMetan2. Figure out the problem with this plugin not working on certain Linux serversn3. Test, if working well, release, if not - back to step 2. lolnnI'll look into it if I get some time, should have it ready asap, going to be a busy week though - so no guarantees at this point can be made.nnCya

{SR} *Raggy*
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03-29-2007, 02:41 PM #92

I'll test out that when/if you can fix it :P I'll love to test it out :)

Wilson [29th ID]
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03-30-2007, 09:02 PM #93

Fear not. 90% done remaking it. Should be up tonight or tomorrow sometime. Will work based on time not just whether or not player has respawned, and actually is based off of how many nades the player had when he died. And if you pick up a stick you get a stick not whatever nade your team would give you :P

T TooLz
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03-30-2007, 10:31 PM #94

Awesome, saved me time.. lolrnrnCya

Wilson [29th ID]
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03-30-2007, 11:02 PM #95

It's done.rn209.40.101.114:27015 pass 29thrnrnJust have very minor touching up to do and commenting code and I'll put it up here tomorrow.

A anwari
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04-04-2007, 03:06 AM #96

Can some 1 please fix this plugin so it can work for the new amxx 1.7, come when i ask people fix it they say it works for me and they never post there amxx settings or plugin and almost every 1 in the forums says it doesnt work so its not just me, please some 1 make this plugin work, i have seen some of you do things that are immposible to code, this is not as hard but i dont know anything about coding. Ty please if you could post it on the forums so we can download it...:cool:

{SR} *Raggy*
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04-04-2007, 04:59 AM #97

Wilson has said that he is finished recoding this plugin... He will post up the cvars and the plugin when he is finished trying to find bugs(If there is any) on the plugin :)

A anwari
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04-04-2007, 11:06 AM #98
Wilson has said that he is finished recoding this plugin... He will post up the cvars and the plugin when he is finished trying to find bugs(If there is any) on the plugin :)
rnrnrnFinally, I am new or i would have +1 Karma...lol

Zor
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04-05-2007, 01:33 AM #99

PS Just so that you know, please add some code to this so that it will give the option to give same grenade type as player team. This is so as to support the Smoke Grenade Plugin of mine. With that plugin it uses the en grenades as the smoke grenades, not a specific grenade. I would like to have a grenade class, but I doubt very much I will be able to get this done, however I may be able to work something out in a module...have just thought of it, a server / client code to work the grenades...the only thing is how to transfer the client the code...must look at that latter...working on learning source at the moment to create a new mod, dont know how far I will get...dont seem toooo hard! Hehhehe...Im going to call it something like Days of Imfamy. nnCheers!

Wilson [29th ID]
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04-05-2007, 06:02 AM #100

Zor, it'd be really effective if you used a iuser value on the actual grenade entity to determine if it were a smoke nade. Should consider that :PrnrnBut yes I'll keep it in mind when I release this plugin. Sorry for the delay guys, but I was 99% and then realised how DoD implemented British nades...if it weren't for the damn british class it'd be done. Plus I'm a bit under the weather so hopefully I'll be around this week with it.

{SR} *Raggy*
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04-05-2007, 08:06 AM #101

Take your time Wilson we all have no problem whatsoever with you holding it off... As long as it's fixed is the main thing :P

blobby
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04-06-2007, 11:08 AM #102

OOO cool i hope it works when you have done it looking forward to seeing the finished production i have seen this working fully on a french server but they couldnt tell me where they got it from due to the language barrier lol nm any how good look with your work wilson.

Wilson [29th ID]
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04-06-2007, 11:30 PM #103

NOTE: This Plugin Has Been Remade to a Newer Version Here

{SR} *Raggy*
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04-07-2007, 04:09 AM #104

Big enough Wilson lol

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