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  #17  
Old 02-19-2019, 01:08 AM
pinkerton pinkerton is offline
Junior Member
 
Join Date: Feb 2019
Posts: 12
Thanks for the quick response Fysiks, I did end up getting an unlimited sprint plugin to work, and also a avalanche grenade glitch block plugin to work.

It's just this instant respawn one I can't seem to get.

Server is running 1.8.2 like you said, and I've been using a 1.8.2 compiler - which I used for the other two plugins that I got working. Also double checked the amxx file was in plugins, as well as typed correctly in the .ini. Still getting a bad load.

Could it be the way I'm copying and pasting the sma data into the compiler? My method for that has been putting the sma file into amxmodx/scripting - and then opening it from there so I can copy and paste the entire text within. Then I paste that text into that compiler website (along with loading the sma file). Am I not suppose to copy the entire thing? This is what I've copied:

/*================================================= ================================================

Syn's Instant Spawn v1.002



This plugin completely removes the spawn delay when you die. It allows for a more intense game and

works on player death or when they type kill in console. Team switching instant spawns too. There

are no problems with the HUD/weapons either as I found out what is needed to be set for fixing that.

Gotta love viewing the memory of a live server. XD Anyway, I'm not sure if this has been done

before but I searched and couldn't find anything so I made my own.



===========================

v1.002 Changes

===========================

- Fixed incorrectly sized arrays. Thanks go to Tank for spotting it.



===========================

v1.001 Changes

===========================

- Added fix for conflict with the me spec / secret spectate plugin.

- Altered timings.



===========================

CVARs

===========================

instant_spawn | 0 = off | 1 = on

- Enables or disables the instant spawn plugin. Default on.



===========================

Installation

===========================

- Compile the .sma file | An online compiler can be found here:

http:www.amxmodx.org/webcompiler.cgi

- Copy the compiled .amxx file into your addons\amxmodx\plugins folder

- Add the name of the compiled .amxx to the bottom of your addons\amxmodx\configs\plugins.ini



===========================

Support

===========================

Visit the AMXMODX Plugins section of the forums @

http:www.dodplugins.net or http:www.rivurs.com



===========================

License

===========================

Syn's Instant Spawn

Copyright (C) 2012 Synthetic



This program is free software; you can redistribute it and/or

modify it under the terms of the GNU General Public License

as published by the Free Software Foundation; either version 2

of the License, or (at your option) any later version.



This program is distributed in the hope that it will be useful,

but WITHOUT ANY WARRANTY; without even the implied warranty of

MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

GNU General Public License for more details.



You should have received a copy of the GNU General Public License

along with this program; if not, write to the Free Software

Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

================================================== ===============================================*/



#include <amxmodx>

#include <amxmisc>

#include <dodx>

#include <fakemeta>



// ================================================== ===============================================

// Declare global variables and values

// ================================================== ===============================================

new pntr_instant_spawn

new spawn_switch[33]

new round_start

new hud_sent[33]



// ================================================== ===============================================

// Plugin Init

// ================================================== ===============================================

public plugin_init() {

register_plugin("SynInstantSpawn","1.002","Synthet ic")

register_cvar("SynInstantSpawn", "v1.002 by Synthetic - www.rivurs.com",FCVAR_SERVER|FCVAR_SPONLY)



pntr_instant_spawn = register_cvar("instant_spawn","1")

register_forward(FM_PlayerPreThink, "func_prethink")

register_event("HLTV","func_round_new","a","1=0"," 2=0")

register_logevent("func_round_end", 2, "1=Round_End")

register_event("ResetHUD","func_respawn","be")

}



// ================================================== ===============================================

// Check for when a player needs to be insta-spawned and spawn them!

// ================================================== ===============================================

public func_prethink(id) {

if(hud_sent[id] && round_start && spawn_switch[id] == 0 && pev(id,pev_health) <= 0 && get_pdata_int(id,366) != -1 && get_pcvar_num(pntr_instant_spawn) && pev(id,pev_team) != 3)

{

set_task(0.4,"func_spawn",2200+id)

spawn_switch[id] = 1

set_task(0.5,"func_reset",2201+id)

}

}



// ================================================== ===============================================

// Keep track of round start and end so we don't initially spawn a player before it starts.

// ================================================== ===============================================

public func_round_new() {

round_start = 1

}



public func_round_end() {

new i

round_start = 0

for(i=0;i<32;++i)

{

hud_sent[i] = 0

}

}



// ================================================== ===============================================

// Prevent double spawning on round start by seeing if ResetHUD message has been sent to player

// ================================================== ===============================================

public func_respawn(id) {

if(round_start)

{

hud_sent[id] = 1

}

}

// ================================================== ===============================================

// Reset initial round start spawn switch

// ================================================== ===============================================

public func_reset(id) {

id = id - 2201

spawn_switch[id] = 0

}



// ================================================== ===============================================

// Respawn!

// ================================================== ===============================================

public func_spawn(id) {

id = id - 2200

set_pev(id,pev_iuser1,0)

set_pdata_int(id,264,0) // I found this is needed to use weapons for a forced spawn.

dllfunc(DLLFunc_Spawn,id)

}
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