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Release Saveme Plugin [Requested]
05-07-2012, 18:12 (This post was last modified: 05-11-2012 13:37 by SirGravzy.)
Post: #1
Saveme Plugin [Requested]
Back story:
Plugin was requested as a way to become unglitched if you get stuck in infected gamemode.

What it does:
Type "!Saveme" and you will be teleported to a location on the map. (Should be safe).

Requirements:
Nukem's Server Addon.

Set up:
Just put the .dll inside the plugins folder.

Video:




Bugs:
All fixed.

Virus scan:

http://vscan.novirusthanks.org/analysis/...lLWRsbA==/

(It's not infected, sourcecode proves it)
Credits:
Full credits to @Gravzy.
Related links


Attached File(s)
.rar  SaveMe.rar (Size: 2.17 KB / Downloads: 115)

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[-] The following 5 users say Thank You to SirGravzy for this post:
DidUknowiPwn (05-07-2012), GscGunner (05-08-2012), hillbilly (05-07-2012), itsmods.com76 (09-14-2012), surtek (05-07-2012)
05-07-2012, 18:32
Post: #2
RE: Saveme Plugin [Requested]
Add a cool down time of like a minute or something or make it configureable in the sv_config.ini Surviors can just spam that and sometime survive getting infected.

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05-07-2012, 18:35
Post: #3
RE: Saveme Plugin [Requested]
I'll let admins determine that. It can be used for more then just infected so up to them.

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05-07-2012, 18:44
Post: #4
RE: Saveme Plugin [Requested]
Or make 2 versions 1 for infected 1 for other stuff..
Related links

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05-07-2012, 18:46
Post: #5
RE: Saveme Plugin [Requested]
!stuck would be better.
Either way great job

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05-07-2012, 18:50 (This post was last modified: 05-07-2012 18:54 by hillbilly.)
Post: #6
RE: Saveme Plugin [Requested]
(05-07-2012 18:46)JariZ Wrote:  !stuck would be better.
Either way great job

there is an major error i have found, boneminds rcon and speed etc doesn't work with this, just needs a little tweak but a great job, ty.

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05-07-2012, 18:59
Post: #7
RE: Saveme Plugin [Requested]
This is because put return ChatType.None at the onSay event which blocks all other plugins from receiving commands. You should only return chat type none when the command is valid

thanks @JariZ

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05-07-2012, 19:01 (This post was last modified: 05-07-2012 19:21 by hillbilly.)
Post: #8
RE: Saveme Plugin [Requested]
(05-07-2012 18:59)litgar Wrote:  This is because put return ChatType.None at the onSay event which blocks all other plugins from receiving commands. You should only return chat type none when the command is valid

thanks @JariZ

here is the source, (removed due to request) he has alreay fixed the chatType but still blocking them, anyone see why?

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05-07-2012, 19:06 (This post was last modified: 05-07-2012 19:07 by zxz0O0.)
Post: #9
RE: Saveme Plugin [Requested]
(05-07-2012 19:01)hillbilly Wrote:  
(05-07-2012 18:59)litgar Wrote:  This is because put return ChatType.None at the onSay event which blocks all other plugins from receiving commands. You should only return chat type none when the command is valid

thanks @JariZ

here is the source, he has alreay fixed the chatType but still blocking them?
http://pastebin.com/7rsQGWpd

(I have Permission to post this)
There are some possiblilities to improve the code like using switch case statement and arrays but I guess it will also work that way.

Replace
Code:
return ChatType.ChatGame;
with
Code:
return ChatType.ChatContinue;
at the end. ChatGame means that the chat will be passed to the game directly and not to any other plugins. ChatContinue will pass it to all other plugins and will possibly reach the game chat at the end.

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hillbilly (05-07-2012)
05-07-2012, 19:12
Post: #10
RE: Saveme Plugin [Requested]
Attachments updated and bug fixed.

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