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A TF2 plugin that allows players to play in the robot team in MvM.

License: GNU General Public License v3.0

SourcePawn 100.00%
sourcemod-plugin teamfortress2 sourcepawn

tf-bewithrobots-redux's Introduction

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tf-bewithrobots-redux's Issues

Spy red bots disguise model not showing up as robots

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
Yes so I noticed that red bot spies disguises are not using robot models (since it's how mvm disguises works in the plugin)
Describe the solution you'd like
A clear and concise description of what you want to happen.
For red bot spies being able to use the robot model disguises like with red players
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
I have a solution this code will have to be pasted over the if(!IsClientInGame(client) || IsFakeClient(client) || !IsPlayerAlive(client)) for this code's right here if(!IsClientInGame(client) || IsFakeClient(client) && TF2_GetClientTeam(client) == TFTeam_Blue || !IsPlayerAlive(client)) and it's been tested it should work as intended this will only effect red players/bots and blu players. blu bots will not be effected with this code since blu bots are not needed since they disguise as intended.

Does this feature have dependencies?
Does this features requites a plugin or extension to be installed?
Yes or No.
No
Additional context
Add any other context or screenshots about the feature request here.
Here's the screenshot of the feature request in action:
image_2023-06-19_121134451

Errors on compile completion

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.
  • I have checked that I have all the required dependencies in order to compile and run the plugin.

Environment

  • SourceMod version: 6927
  • Plugin version: 1.2.17a
  • I have updated the plugin and sourcemod to the latest version available in the repository and my issue still happens.

Description

I got errors on completion for tf_bwr_redux.sp
image_2023-01-16_181809317

Steps to reproduce

Engineer/Spy Teleport bug (Teleport option works on Red)

Describe the bug
When playing on team "Robots/Blu", whenever you spawn as a Engineer or Spy and have the teleport menu open, you can switch to Red team and have that teleport option take affect while on Red team.

To Reproduce
Steps to reproduce the behavior:

  1. Join Blue team
  2. Select a Engineer or Spy
  3. Once the "Teleport" side menu opens, join Red team
  4. See error

Expected behavior
Teleported as Engineer, a blue beam will spawn with the Announcer saying a "MvM Engineerbot arrival" sound. As Spy, once a teleport is selected, you will have a short period of being cloaked, after a short period, you'll be uncloaked.

Screenshots
I have no screenshots, but I do have a video showing this off. (Can't upload it here as it's over 10MB)
https://cdn.discordapp.com/attachments/670808579825205269/874734898311753768/tf2_bug_video.mp4

Version:

  • Plugin version: V1.2.3
  • Sourcemod version: 1.10.0.6502
  • Output of sm exts list: [SM] Displaying 15 extensions:
    [01] Automatic Updater (1.10.0.6504): Updates SourceMod gamedata files
    [02] Webternet (1.10.0.6504): Extension for interacting with URLs
    [03] RCBot2 (1.4 (apg-nosoop-caxanga334)-221386a0): Bot for HL2DM, TF2 and DOD:S
    [04] TF2Items (1.6.4): TF2 Item Modifier
    [05] RCBot2 (1.4 (apg-nosoop-caxanga334)-221386a0): Bot for HL2DM, TF2 and DOD:S
    [06] TF2 Tools (1.10.0.6504): TF2 extended functionality
    [07] BinTools (1.10.0.6504): Low-level C/C++ Calling API
    [08] SDK Hooks (1.10.0.6504): Source SDK Hooks
    [09] SDK Tools (1.10.0.6504): Source SDK Tools
    [10] Top Menus (1.10.0.6504): Creates sorted nested menus
    [11] Regex (1.10.0.6504): Provides regex natives for plugins
    [12] Client Preferences (1.10.0.6504): Saves client preference settings
    [13] SQLite (1.10.0.6504): SQLite Driver
    [14] SteamWorks Extension (1.2.3): Exposes SteamWorks functions to Developers
    [15] DHooks (2.2.0-detours15): Dynamic Hooks

Additional context
No additional context is needed.

Player Robots slide when deploying.

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 6934
  • Plugin version: 1.2.17a
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

There's a bug where when deploying the bomb doesn't instantly stop the Player robots like with TFbot robots.

Video

Here's the video of it
The file is too big for GitHub so I uploaded it to discord
https://cdn.discordapp.com/attachments/1087494790733639771/1087494995033993226/Team_Fortress_2_-_OpenGL_2023-03-20_17-50-51.mp4

Steps to reproduce

Grab the bomb/flag (highly recommend using super scout for a better chance to reproduce this bug) go to the deploy area and deploy the bomb while running.

[Bug] Teleporter effect is not placed correctly

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.19
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

The Robot Engineer teleporter effect is not on the correct position.
20230923121135_1
20230923121125_1
20230923120910_1

Steps to reproduce

Place a teleporter exit and the effect will appear coming under the teleporter.

TF2 64 Bits

Status

Plugin will not work on 64 bits.

DHooks extension used by the plugin currently does not work on 64 bits.

Tracked on alliedmodders/sourcemod#2114

To-Do:

  • Update Linux gamedata.
  • Update Windows gamedata.

Deploy animation does not always play

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 6934
  • Plugin version: 1.2.18
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

I noticed that when any player robot deploys the bomb it does not always play the deploy animation like with TFbot robots this applies to classes that do have a deploy animation.

Video

Here's the video of the bug the file is too big for GitHub so I uploaded it to discord
https://cdn.discordapp.com/attachments/1087494790733639771/1103033519778840596/Team_Fortress_2_-_OpenGL_2023-05-02_14-51-09.mp4

Steps to reproduce

Grab the bomb/flag, go to the deploy area and deploy the bomb

joining straight from spectator sometimes gives the wrong weapon/weapons on blu/robot team

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 6934
  • Plugin version: 1.2.18
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

When joining straight from spectator to blu/robot it gives you a random weapon sometimes.

Steps to reproduce

Join spectator and then join blu/robot team either though chat or console.

Video

Here's the video of the bug the file is too big for GitHub so I uploaded it to discord
https://cdn.discordapp.com/attachments/1087494790733639771/1117933849591156786/Team_Fortress_2_2023-06-12_17-46-55.mp4

Plugin broke after the 06/12 update

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.12
  • Plugin version: 1.2.16
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Plugin broke after the December 6th update
image

Steps to reproduce

plugin fail on startup

Goals for V0.1.10

Todo list for V0.1.10

Improvements

  • Add welcome message.
  • Add help menu.
  • Make nav mesh plugin optional.
    Plugin no longer uses navmesh.
  • Add template specific cooldown for sm_robotmenu.
  • Improve find spawn point code.
  • Added a config to list which spawn points should we use for each robot type per map.
    This will remove Stripper from the dependencies.

Bugs to fix

  • 'Own Loadout' robots not getting attributes.
  • Unable to join RED when there are 6 players on it.
  • Attributes attached to clients are not being wiped when spawning with own loadout.
  • Reset sm_robotmenu cooldown on wave end/failed/complete.
    Fix having a long cooldown while the wave is not in progress.

Config ( Spy )

  • mvm_coaltown/mvm_ghost_town
  • mvm_mannworks
  • mvm_decoy
  • mvm_bigrock
  • mvm_mannhattan
  • mvm_rottenburg

Config ( Engineer )

  • mvm_coaltown/mvm_ghost_town
  • mvm_mannworks
  • mvm_decoy
  • mvm_bigrock
  • mvm_mannhattan
  • mvm_rottenburg

Config ( Spawn Points )

  • mvm_coaltown/mvm_ghost_town
  • mvm_mannworks
  • mvm_decoy
  • mvm_bigrock
  • mvm_mannhattan
  • mvm_rottenburg

[Linux] Plugin is not compiling even with SteamWorks in includes folder

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.19
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Good morning!

I tried to compile the plugin but it always give me this error, i am using ubuntu

image

Steps to reproduce

Try to compile

No knockback when deploying the bomb sometimes

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.18
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Sometimes when going to the deploy area blu robot players are unable to be knocked back since #18 was added in.

Steps to reproduce

Grab the bomb, then go to the deploy area to start deploying the bomb and last have a red player use a weapon and class that's able to knockback an enemy.

Videos

Demo Spectate view from Officer Spy's server
https://streamable.com/3i0jnz
Demo First person view from Officer Spy's server
https://streamable.com/6z9gg5

[Again] The crash after capturing Gate B on Mannhattan is back.

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.12
  • Plugin version: 1.2.16
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Server crash after capturing Gate B on mannhattan

Steps to reproduce

Capture Gate B on mannhattan

Can't compile on linux

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.12
  • Plugin version: Lastest
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

I can't compile the plugin on linux because it gives the following error

image

I already have SteamWorks installed

Blue Players Forcibly Pick Up Flag At Wrong Times

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  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.16
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

For the majority of the time Blue players spawn, they are being forced to pick up the flag even when another player already has it. This causes a weird issue where the bomb will drop and teleport to where one of the players that previously had it died. This issue seem to be tied to the SDKCall on CCaptureFlag::IsHome used in TF2_IsFlagHome, possibly being outdated and returning wrong values.

I was able to fix this by instead replacing the SDKCall with a check on the flag's netprop m_nFlagStatus, as it seems to serve the exact same purpose.

This issue was noticed on Windows.

Steps to reproduce

  1. Join Blue.
  2. Have another Blue player pick up the bomb.
  3. Respawn. Nearly every time the bomb will always be forcibly picked up, regardless who currently has it.

[REQ] Enable headshot kills only for human players since the Explosive Sniper template doesn't work without headshots.

Is your feature request related to a problem? Please describe.
Since the Explosive Sniper doesn't work without headshot hits a good solution is to enable headshot kills for players only, of course controlled by cvar.

Describe the solution you'd like
Ability for human players to headshot since the explosive sniper template doesn't work without headshots.

Describe alternatives you've considered
Add a cvar to control headshot kills like "sm_bwr_sniper_headshot 1/0"
if necessary a command to control headshot damage to avoid opness."

Does this feature have dependencies?
No.

Additional context
Nothing!

Getting error on plugin startup

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.14
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Hey i'm getting an error on startup after i updated to the last version in the repository.

image

Steps to reproduce

Error and sometimes a crash when i cap the second gate in mannhattan

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.2.14
  • Plugin version: 1.11
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Aaaand here we go again sorry if i'm disturbing... I got an error and sometimes a crash when i cap the second gate in Mannhattan.

Yes! I use an edited version of the plugin, i removed the Freezeinput, Weapon use restriction on spawn, command restrictions like kill, explode and dropitem (not all commands) and i removed the mini dispenser...

I tested everything even with the fresh plugin install and also a fresh server install.

Again i'm sorry if i'm disturbing i love this plugin.

Screenshot_5

Steps to reproduce

Cap the second gate in mannhattan.

Changing Config Files Carry Old Attributes

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.17
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Changing the console variable for config files should reload all the new templates. However, omitting the "robotattributes" keyvalue from a template will cause it to carry over the attribute from a previous template that occupied the same template index. Not sure if this is intentional, but can probably be avoided by making it blank like so in the file: "robotattributes" ""

For example, if the template that occupied index 5 had nobomb, the new template at index 5 will carry over the attribute if the line "robotattributes" was omitted.

The cause may be due to this line. Perhaps a default value with a blank string should be set here.

The same probably happens with "description" as well, but I have not checked.

Steps to reproduce

Make a template with the same number in a new file without using "robotattributes", and changing the ConVar to the new file.

Default

		"5"
		{
			"name" "Awper Sniper"
			"robotattributes" "nobomb,alwayscrits"
			"currency" "0"
			"primaryweapon"
			{
				"classname" "tf_weapon_sniperrifle"
				"index" "851"
				"attributes"
				{
					"damage bonus" "1.40"
					"crit kill will gib" "1.0"
				}
			}
			"secondaryweapon"
			{
				"classname" "tf_wearable_razorback"
				"index" "57"
				"spawnchance" "60"
			}
			"meleeweapon"
			{
				"classname" "tf_weapon_club"
				"index" "3"
			}
		}

New

		"5"
		{
			"name" "Adept Archer"
			"health" "1200"
			"scale" "1.3"
			"playerattributes"
			{
				"move speed bonus" "0.85"
				"dmg taken from fire increased" "2"
			}
			"primaryweapon"
			{
				"classname" "tf_weapon_compound_bow"
				"index" "56"
				"attributes"
				{
					"fire rate bonus" "0.6"
					"damage bonus" "0.75"
				}
			}
			"meleeweapon"
			{
				"classname" "tf_weapon_club"
				"index" "3"
			}
		}

There is no "robotattributes" in the new file, but it still carried over the old attributes from the previous.

Gas Passer does not work unless manually equipped.

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 1.11
  • Plugin version: 1.2.19
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

Gas Passer doesn't work properly unless manually equipped in the loadout menu.

Steps to reproduce

Spawn in as a Pyro with the Gas Passer equipped without having it actually equipped in your pyro loadout.

gas.passer.bug.mp4

Player Blu spy robot player to be more accurate to the TFbot spy robots.

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
Yes so I noticed that bwrr robot spy's cloak mechanic is not being accurate to what the TFCord TFbots use.
Describe the solution you'd like
A clear and concise description of what you want to happen.
For Robot Player Spies to not be able to attack while cloaked like with TFbots.
Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.
There is a TFcord that TFbots use and the now discontinued BWR2 aka BeWithRobots2 also uses this TFcord being TFCond_Cloaked
Does this feature have dependencies?
Does this features requites a plugin or extension to be installed?
Yes or No.
No
Additional context
Add any other context or screenshots about the feature request here.
Here's a screenshot of the TFcord that I replaced TFCond_Stealthed in functions.sp.
image

Here's the video showcasing of the TFCond_Cloaked replacing TFCond_Stealthed the file is too big for GitHub so I uploaded it to discord.
https://cdn.discordapp.com/attachments/1087494790733639771/1180371690321100820/Team_Fortress_2_2023-12-01_23-18-45.mp4

Make option to Disable func_respawnroom please

For some custom missions bots are not moving. So they are always under uber at their starting point.
Workaround is to disable "func_respawnroom" by Stripper: Source.

But i see that your plugin creates "func_respawnroom" back ...

Make option to Disable func_respawnroom please.

Being able to taunt while stunned when capturing a control point/gate on blu/robot

Help us help you

  • I have checked that my issue doesn't exist yet.
  • I have tried my absolute best to reduce the problem-space and have provided the absolute smallest test-case possible.
  • I can always reproduce the issue with the provided description below.
  • I have checked that my issue still occours when using the plugin's default settings.
  • I am running the original plugin without third-party modifications.

Environment

  • SourceMod version: 6934
  • Plugin version: 1.2.18
  • I have updated the plugin to the latest version available in the repository and my issue still happens.

Description

There is a bug where you can use taunts while stunned after capturing a control point/gate this can be also be caused by using the console to taunt. This could be a problem which could lead to potential exploits when using taunts that can taunt kill and/or force you to move to avoid death when it's about to happen because that said player is stunned.

Steps to reproduce

Be a robot that's not a giant either capture the control point as a gatebot or have someone else (tfbot/player) robot capture the control point/gate last while stunned taunt.

Video

Here's the video of the bug the file is too big for GitHub so I uploaded it to discord
https://cdn.discordapp.com/attachments/1087494790733639771/1118257615823183983/Team_Fortress_2_2023-06-13_15-08-29.mp4

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