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"Be the Robot" plugin compatibility #361
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Sure, this can be added to ff2_external_integration. |
Yes, but the tiny problem is that ff2 can't detect if the player becomes robot. Maybe just will paste this code in some timer to check if the player is a robot and if he is, we will call BeTheRobot_SetRobot(client, false). Anyway, it seems that this plugin is not supported, maybe someone will take over this plugin and add forward. We will see. |
AddCommandListener on the command and return Plugin_Handled or Plugin_Stop in the listener callback if caller is boss? |
Yes, exactly. Don't use Plugin_Stop. Never! |
Oh and why is that? |
Originally Posted by Naydef
Originally Posted by asherkin
|
There's several places you have to use it though, you use it to stop a repeating timer, and you use it in sound hooks to stop the original sound from playing. You can also use it in a select few events and forwards to prevent them from firing. Generally you don't need to do that in an event, as you can almost always prevent an event from doing something with Plugin_Continue. |
@naydef I was talking about AddCommandListener, not a sound hook |
There are servers, including my own server, which have Be the Robot plugin(https://forums.alliedmods.net/showthread.php?t=193067). It's fun to use this plugin, but the boss can use it to change his model to robot or or his class model. The plugin has 3 natives:
The code can be added to MakeBoss timer:
or it can be added to ff2_external_integration for FF2v2.0. This reminds me why there isn't a forward, which is called when MakeBoss timer is called. It will be useful, when some subplugin want to for example give weapon, set attached particles, etc. I see plugins like shadow93's Blitzkrieg receive his rocket launcher on round start, instead of when the boss spawns.
Edit: Now I see that this plugin doesn't have a forward for example to hook when the boss want to become a robot and block it.
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