Brotherhood of Slaughter: Dravu's Creative Corner - Brotherhood of Slaughter

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Dravu's Creative Corner Just throwing all my shit in one place

#81 User is offline   Ðravu 

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Posted 08 May 2010 - 03:16 PM

View PostGrunge, on 08 May 2010 - 10:52 AM, said:

I've been on a server before with controllable arrows. It made things a bit interesting.
I believe the RMF Ability Pack (I think that's the name) allows that and a few other fun features.

The problem is that projectiles like it, needles, pipebombs, etc. are affected by gravity and so even when I tell them to change and move in a different direction, they're stupid and flail as they fall to the ground. I believe I know a fix for it and I'll probably experiment tonight with it. Really, rockets will probably be the only things that home by default though (since they're the only things that actually make sense to home), but there'll be a cvar or something that you can change to enable everything else to home as well.
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#82 User is offline   iKill 

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Posted 08 May 2010 - 03:28 PM

Yeah. Its the RMF pack. But, that was awkward and stupid... now if it automatically did it. :sillystupid:
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11:06 AM - › iKill [ Captain ]: dravu has it set up so that whenever rank talks to the SQL server, it downloads porn to the game servers and then it slowly downloads it to clients computers. slow enough that they dont know its doing it
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#83 User is offline   Ivanil 

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Posted 08 May 2010 - 03:54 PM

homing rockets on sac town



I had a longer demo of it being used on san jose with a full server but the demos didn't come out right for some reason ;\

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#84 User is offline   DarkPyro 

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Posted 08 May 2010 - 04:27 PM

View PostIvanil, on 08 May 2010 - 03:54 PM, said:

homing rockets on sac town

[media]http://www.youtube.c...h?v=YztoFyrCG-o[/edia]

I had a longer demo of it being used on san jose with a full server but the demos didn't come out right for some reason ;\


I have a few demos from san jose and sac town of it ill see if it came out good.
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#85 User is offline   Ðravu 

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Posted 08 May 2010 - 06:20 PM

I wasn't there for San Jose, so I'd especially like to see a video of that.

As for an update on the plugin, all projectiles work now. Unfortunately, the models for the needles are predicted and handled client-side, so even though the needles are homing and do damage, all the needles you shoot won't appear to be (it's hard to describe. When we test it later, it'll be more obvious and self-explaining). Also, baseballs don't go away right away when they hit players, so the baseballs home in and hit the enemy but just kind of stay circling around them after. :kill2w1stone:
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#86 User is offline   Alex 

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Posted 09 May 2010 - 01:59 PM

View PostÐravu, on 08 May 2010 - 06:20 PM, said:

I wasn't there for San Jose, so I'd especially like to see a video of that.

As for an update on the plugin, all projectiles work now. Unfortunately, the models for the needles are predicted and handled client-side, so even though the needles are homing and do damage, all the needles you shoot won't appear to be (it's hard to describe. When we test it later, it'll be more obvious and self-explaining). Also, baseballs don't go away right away when they hit players, so the baseballs home in and hit the enemy but just kind of stay circling around them after. :kill2w1stone:


So needles just rotate as they would when they arc, except they don't travel that way?

Also, balls orbiting players after they hit them = win
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#87 User is offline   Ðravu 

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Posted 09 May 2010 - 02:43 PM

View PostAlex, on 09 May 2010 - 01:59 PM, said:

So needles just rotate as they would when they arc, except they don't travel that way?

Also, balls orbiting players after they hit them = win

Nah. The needles actually home in and hit people. They just don't appear to. As soon as you shoot a needle, your game predicts where it's going to go, how much it arcs, etc. etc. so that's where the models go. The needle itself (more like an invisible block of hurt) will still home and hit enemies but the models will stay unaffected.

Also, we lagged people out hard when we turned down the ball regen time and people were hitting balls everywhere. Plus, if you get a lot of balls floating around you, then you don't have to wait at all. You just take one of the balls and hit it. :P

With ideas still floating around on the homing projectiles plugin, I decided to work on another plugin:
Gay

That's it. Gay. Right now the idea is that "gay" players will have a rainbow trail behind them, a little icon with two male symbols (⚣) above their head, and a few other things. I'm thinking of also making it so it can be an automatic thing. You and another player stand together (can't walk around. Have to stand still) and after 5 - 10sec, both of you turn gay. Then later on, whenever you stand together, for every second you do, you get a small health boost. I might also give gay players special powers like being able to "spank" (slap) other players and push them away. As a way to slightly balance it out, when gay people get low on health maybe, they go into humiliation mode and run around without weapons until they find health or can group up with a gay buddy and get health that way.
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#88 User is offline   Grunge 

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Posted 09 May 2010 - 02:46 PM

Dravu, you are a genius. That's all I can really say about your work so far and your "Gay" idea.
AQUA TIGERS FUCK YEAH: it's like whenyou're talking to a girl
AQUA TIGERS FUCK YEAH: and you're like
AQUA TIGERS FUCK YEAH: WOW YOU'RE FAT
AQUA TIGERS FUCK YEAH: and everyone looks at you
AQUA TIGERS FUCK YEAH: and you're like
AQUA TIGERS FUCK YEAH: but only on opposite day
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#89 User is offline   iKill 

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Posted 09 May 2010 - 07:23 PM

OMFG... I LOVE THAT DRAVU!
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(about the BoS SQL server)
11:04 AM - › iKill [ Captain ]: 137GB total used since startup (19 days ago) and 310MB per hour
11:05 AM - › Poland Fun: im scared, how much porn are u guys downloading?
11:06 AM - › iKill [ Captain ]: dravu has it set up so that whenever rank talks to the SQL server, it downloads porn to the game servers and then it slowly downloads it to clients computers. slow enough that they dont know its doing it
11:06 AM - › iKill [ Captain ]: the people that bitch about lag? yeah. they are the ones who have shitty connections and actually notice it
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#90 User is offline   Ðravu 

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Posted 18 May 2010 - 09:31 PM

Well the Gay idea is dropped until Valve decides to stop being retarded. Some other updates though:

  • All my plugins will now have a cvar for the current version. This'll let me see easier what versions of my plugins our servers are using and whether or not I need to update one.

  • Instead of having a class assigned to weapons, the rank plugin will check the class of your attacker upon your death. It checks to make sure you're connected and on a team and such before it gets your class and assigns points. This is to prevent errors when a client shoots a rocket or something and then gets disconnected, goes to spectator, etc. I'm also adding the number of assists to the detailed rank since it was requested a few times.

  • The Micspam plugin now uses a recoded setup from Sourcemod. Perhaps this'll fix the glitches with the muting that TF2 was having before.

  • It's been kind of word-of-mouth kind of thing, but I've been working on a Dodgeball plugin lately as well. It works perfectly and I have one simple map already made for it. I'm just trying to find a smoother way to make the rockets change direction before we do any real testing on the BHS servers.

  • The actual banhammer (not the controllable laser) was changed to only be allowed to those with root access. Before, when we let everybody have access to the controllable laser, people were striking down others with the sm_banhammer command which wasn't supposed to be happening.

  • The Lag Report plugin now records the IP of the submitter in addition to the other info. This'll help identify network issues.


That's about it. Some of the changes I'm making to the rank actually change a lot more than what you probably think, so when the plugin is updated, we'll probably go ahead and just reset all the stats. We've got some plans that we're going to unleash in the next few weeks, so I'm hoping to have custom achievements at least in the testing period by then. I'm also thinking of adding on to Swift's Extra Commands plugin and letting Captains (and possibly even lower admins) have some more powers such as: Stunning, Ghost Stunning (like on Harvest), changing the class of players, forcing players to respawn, etc. Some of them are just for fun while others can be used to be fap material or help with events.
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#91 User is offline   Keonyn 

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Posted 18 May 2010 - 10:27 PM

View PostÐravu, on 18 May 2010 - 09:31 PM, said:

The actual banhammer (not the controllable laser) was changed to only be allowed to those with root access. Before, when we let everybody have access to the controllable laser, people were striking down others with the sm_banhammer command which wasn't supposed to be happening.


What? Nobody was doing that. I don't know what you're talking about.
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#92 User is offline   Ðravu 

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Posted 18 May 2010 - 10:54 PM

View PostKeonyn, on 18 May 2010 - 10:27 PM, said:

What? Nobody was doing that. I don't know what you're talking about.
People followed your lead. :rake:
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#93 User is offline   Alex 

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Posted 19 May 2010 - 08:24 AM

Maybe a plugin that sets players HP and ammo when they spawn via a variable? When set to 0 it does nothing.

Just a thought. :D
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#94 User is offline   riuthamus 

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Posted 19 May 2010 - 10:59 AM

Dravu, sounds like some amazing shit... you make me want to play again and thats not easy to do!!
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#95 User is offline   Ðravu 

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Posted 19 May 2010 - 12:07 PM

View PostAlex, on 19 May 2010 - 08:24 AM, said:

Maybe a plugin that sets players HP and ammo when they spawn via a variable? When set to 0 it does nothing.

Just a thought. :D

Interesting. Would it be a percentage or actual number? The HP varies per class, so unless it's over 300, it might not work out completely. It'd still be neat to have the ammo and health given on spawn whenever we do crazy events requiring it. That way the admin doesn't have to bind the commands to a button and keep pressing it over and over for when people die.

View Postriuthamus, on 19 May 2010 - 10:59 AM, said:

Dravu, sounds like some amazing shit... you make me want to play again and thats not easy to do!!

You're gonna be the new Swift of stubborn! When we do custom achievements, one of them is going to be simply getting you to play on the server. :P
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#96 User is offline   Alex 

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Posted 22 May 2010 - 06:05 AM

View PostÐravu, on 19 May 2010 - 12:07 PM, said:

Interesting. Would it be a percentage or actual number? The HP varies per class, so unless it's over 300, it might not work out completely. It'd still be neat to have the ammo and health given on spawn whenever we do crazy events requiring it. That way the admin doesn't have to bind the commands to a button and keep pressing it over and over for when people die.


Well, I'd meant a fixed number, but a percentage would be more interesting. Like at 500% Soldiers would have 1000 HP and Heavies would have 1500. It's really whether or not you'd be able to kill heavies like this or not. Scouts have dodging going for them, everyone else, not so much. Also Spies, but that's always an issue. Would it increase their max health or have a decaying overheal?

Would this work with ammo? 1000% would give everyone ten times their carried ammo or loaded (or both)?
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#97 User is offline   Ðravu 

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Posted 22 May 2010 - 03:27 PM

View PostAlex, on 22 May 2010 - 06:05 AM, said:

Well, I'd meant a fixed number, but a percentage would be more interesting. Like at 500% Soldiers would have 1000 HP and Heavies would have 1500. It's really whether or not you'd be able to kill heavies like this or not. Scouts have dodging going for them, everyone else, not so much. Also Spies, but that's always an issue. Would it increase their max health or have a decaying overheal?

Would this work with ammo? 1000% would give everyone ten times their carried ammo or loaded (or both)?

Well with ammo, there are some issues. Most weapons max out at 254 I believe it is (flamethrower being an exception and going up to 1008 or something like that). Still, it doesn't keep the idea from working with lower values. Perhaps the plugin would look at the cvar for a percentage sign and works with it accordingly if it is. Otherwise it just sets the health/ammo to the amount put.
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