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Help timer/message for flags - Printable Version

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+--- Thread: Help timer/message for flags (/Thread-Help-timer-message-for-flags.html)

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timer/message for flags - hillbilly - 01-07-2013

can i add, a delay timers to activate the flag, and a message warning to move?

credits @archit


Code:
using System; using System.Collections.Generic; //using System.Linq; using System.Text; using Addon; namespace Teleport { public class Class1 : CPlugin { Dictionary<string, Vector> flagsorigin = new Dictionary<string, Vector>(); Dictionary<string, Vector> flagsdesti = new Dictionary<string, Vector>(); public override void OnServerLoad() { ServerPrint("KILLERFLAGS plugin loaded!"); } public override void OnMapChange() { makeflags(); } public override void OnFastRestart() { makeflags(); } public static double Distance(Vector vec1, Vector vec2) { return Math.Sqrt(Math.Pow(vec1.X - vec2.X, 2) + Math.Pow(vec1.Y - vec2.Y, 2) + Math.Pow(vec1.Z - vec2.Z, 2)); } public override void OnAddonFrame() { foreach (string key in flagsorigin.Keys) { if (key.Split(',')[0] == GetDvar("mapname")) { if (GetClients() != null) { foreach (ServerClient Client in GetClients()) { if (Distance(new Vector(Client.OriginX, Client.OriginY, Client.OriginZ), flagsorigin[key]) <= 300f) { Client.OriginX = flagsdesti[key].X; Client.OriginY = flagsdesti[key].Y; Client.OriginZ = flagsdesti[key].Z; } } } } } } void makeflags() { try { string flag = GetServerCFG("KILLERFLAGS", "die", "0"); if (flag != "0") { for (int i = 1; i <= int.Parse(flag); i++) { string flaged = GetServerCFG("KILLERFLAGS", string.Format("die{0}", i.ToString()), "null"); if (flaged != null) { string map = flaged.Split(',')[0]; string vector = flaged.Split(',')[1]; string vector2 = vector.Split('(')[1]; string vector3 = vector2.Split(')')[0]; string vec1 = vector3.Split('_')[0]; string vec2 = vector3.Split('_')[1]; string vec3 = vector3.Split('_')[2]; Vector vec = new Vector(Convert.ToSingle(vec1), Convert.ToSingle(vec2), Convert.ToSingle(vec3)); if (!flagsorigin.ContainsValue(vec)) flagsorigin.Add(string.Format("{0},{1}", map, i.ToString()), vec); vector = flaged.Split(',')[2]; vector2 = vector.Split('(')[1]; vector3 = vector2.Split(')')[0]; vec1 = vector3.Split('_')[0]; vec2 = vector3.Split('_')[1]; vec3 = vector3.Split('_')[2]; vec = new Vector(Convert.ToSingle(vec1), Convert.ToSingle(vec2), Convert.ToSingle(vec3)); if (!flagsdesti.ContainsValue(vec)) flagsdesti.Add(string.Format("{0},{1}", map, i.ToString()), vec); } } foreach (string key in flagsdesti.Keys) { if (key.Split(',')[0] == GetDvar("mapname")) { Entity en = SpawnModel("script_brushmodel", "prop_flag_neutral", flagsdesti[key]); } } foreach (string key in flagsdesti.Keys) { if (key.Split(',')[0] == GetDvar("mapname")) { Entity en = SpawnModel("script_brushmodel", "prop_flag_neutral", flagsorigin[key]); } } } } catch (Exception e) { ServerPrint(e.ToString()); } } } }



RE: timer/message for flags - Ich1994 - 01-07-2013

(01-07-2013, 22:11)hillbilly Wrote: can i add, a delay timers to activate the flag, and a message warning to move?

yes, you can
Troll


RE: timer/message for flags - hillbilly - 01-07-2013

ok i will rephrase the question, how can i?


RE: timer/message for flags - DidUknowiPwn - 01-08-2013

Is there an AfterDelay in the Server Addon? If so you need to do a delegate after.


RE: timer/message for flags - Nekochan - 01-08-2013

Why using script_brushmodel, use script_model


RE: timer/message for flags - master131 - 01-08-2013

(01-08-2013, 00:02)DidUknowiPwn Wrote: Is there an AfterDelay in the Server Addon? If so you need to do a delegate after.

No, all timing must be handled manually through OnServerFrame (per frame hook) or OnAddonFrame (250ms frame).

EDIT - Added timing functions to MW3 Server Addon Extensions: http://www.itsmods.com/forum/Thread-Release-MW3-Server-Addon-Extensions.html


RE: timer/message for flags - archit - 01-14-2013

If you still need this I can add it to the plugin


RE: timer/message for flags - hillbilly - 01-14-2013

(01-14-2013, 13:06)archit Wrote: If you still need this I can add it to the plugin

please do


RE: timer/message for flags - archit - 01-15-2013

I couldn't understand what you mean though, if a player stays in a flag area he gets a warning and if he doesn't move he is teleported?


RE: timer/message for flags - hillbilly - 01-16-2013

(01-15-2013, 13:24)archit Wrote: I couldn't understand what you mean though, if a player stays in a flag area he gets a warning and if he doesn't move he is teleported?

yes, as i use 2 versions of the flag, one for tp and one for death trap for glitches.