New Plugin - Carried Away
Stu
Join Date: 2003-03-19 Member: 14705Members
<div class="IPBDescription">*everything* is up for grabs</div> You asked for it ... so here it is.
<a href='http://www.skulkrush.com/files/ns2-mods/mm_carriedaway-1.0.zip' target='_blank'>mm_carriedaway-1.0.zip</a>
This metamod plugin for NS 2.0x allows lerks and marines (with & without JPs) to carry buildings as well as players. Sometimes a player will need an upgrade; he/she gets told what they need to lift their target. Electrifying buildings severely limits the lerks' ability to fly into your base and steal what you have *hint hint - install Andy's eweld plugin*.
The ZIP includes full source and a Linux binary. Sorry - I can't compile Windows binaries.
This plugin comes with TWO health warnings. You'll find everyone wants to be a lerk, causing unbalanced teams (and lots of losing alien teams - maybe not so bad after all). Secondly, on my own server, we sometimes end up with players and structures that are immune to attack after being carried. I'm releasing this now (by request) so that I can get more feedback on this bug from other server operators (and maybe some ideas from fellow coders as to what the cause is).
Have fun,
Stu
<a href='http://www.skulkrush.com/files/ns2-mods/mm_carriedaway-1.0.zip' target='_blank'>mm_carriedaway-1.0.zip</a>
This metamod plugin for NS 2.0x allows lerks and marines (with & without JPs) to carry buildings as well as players. Sometimes a player will need an upgrade; he/she gets told what they need to lift their target. Electrifying buildings severely limits the lerks' ability to fly into your base and steal what you have *hint hint - install Andy's eweld plugin*.
The ZIP includes full source and a Linux binary. Sorry - I can't compile Windows binaries.
This plugin comes with TWO health warnings. You'll find everyone wants to be a lerk, causing unbalanced teams (and lots of losing alien teams - maybe not so bad after all). Secondly, on my own server, we sometimes end up with players and structures that are immune to attack after being carried. I'm releasing this now (by request) so that I can get more feedback on this bug from other server operators (and maybe some ideas from fellow coders as to what the cause is).
Have fun,
Stu
Comments
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm using it on my server <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
See my sig for details.
<ul>
When CC is moved, marines cant use to become Comm.
When CC is moved and new round begins, CC does not return to starting spot.
When alien dies, structure moves with them (the structure should drop to ground instead).
Structures can be dropped on no-build areas and they get hurt.
Marines cant pick up alien structures/players or marine structures/players.
Structures only begin to move when player jumps.
</ul>
<ul>
When CC is moved, marines cant use to become Comm.
When CC is moved and new round begins, CC does not return to starting spot.
When alien dies, structure moves with them (the structure should drop to ground instead).
Structures can be dropped on no-build areas and they get hurt.
Marines cant pick up alien structures/players or marine structures/players.
Structures only begin to move when player jumps.
</ul> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I can put out a new version that fixes most of those bugs, if you want it.
If you want to move structures without jumping, get a jetpack or evolve into a lerk ;-) I don't understand why you have to jump; it's something to do with the way that I do the collision checks, to try and minimise problems of buildings falling out the maps.
If you don't like buildings taking damage from no-build areas - where exactly is the plugin supposed to put a structure if a player is stupid enough to drop his own building in one of these areas?
Best regards,
Stu
<a href='http://www.skulkrush.com/files/ns2-mods/mm_carriedaway-1.0.zip' target='_blank'>mm_carriedaway-1.0.zip</a>
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Stu, do you suffer from *TMTOMH syndrome*? This one's just about extreme enough to convince me to trash ALL my plugins! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
*<b><span style='color:red'>T</span></b>o<b><span style='color:red'>M</span></b>uch<b><span style='color:red'>T</span></b>ime<b><span style='color:red'>O</span></b>n<b><span style='color:red'>M</span></b>y<b><span style='color:red'>H</span></b>ands syndrome*, first discovered in old retired people <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->