Hello, I don't know if this idea already came up , but sometimes all the t's need to pass a door the same time. FUN! let's just spam the door so no one can get through. now I'd like to ruin that fun with a suggestion. what if we put like a delay of 3-5 seconds on these doors to open/close them? Like someone opens the door , and then everyone needs to wait 3-5 seconds if they want to close it. So there will no more door spamming. just an idea, chereo
Hello, So let's do some maths .. let's say every map have 30 door on average , and let's suppose hell jb server have like 40 map , so the mapper (poor @Steezy ) will need to edit the scripts one by one and map by map, if every door take 15min to edit, the mapper need at least 30x40x15= 18 0000minutes so he can make this happen. + this is part of the game , and actually a reality. I would say it's perfect like this and actuall the commander need to deal with it. Thanks. Captain Shhhh.
This is where server-side scripting comes into play. I can code it as long as the idea gets approved.
What's the idea? hooking buttons? What about certain games/buttons that will break with the button press cooldown?
I was thinking about looping through func_door_rotating entities and performing this on them all: PHP: // Amount of time, in seconds, after the door has opened before it closes. Once it has closed, it can be used again. If the value is set to -1, the door never closes itself.DispatchKeyValue(ent, "wait", "3"); // 3 seconds Alternatively, you could do this manually by hooking entity outputs and sending inputs: PHP: // lock the door during OnOpen to prevent it from getting closedAcceptEntityInput(ent, "Lock");// close the door after a timer of 3 secondsAcceptEntityInput(ent, "Close");// and finally unlock it once OnFullyClosed gets calledAcceptEntityInput(ent, "Unlock"); If you do it manually, I think you'll be able to tell who opened/closed the door by looking at the activator. Which in turn will allow you to block the event if it's the same player spamming. PHP: /*** Called when an entity output is fired.** @param output Name of the output that fired.* @param caller Entity index of the caller.* @param activator Entity index of the activator.* @param delay Delay in seconds? before the event gets fired.* @return Anything other than Plugin_Continue will supress this event,* returning Plugin_Continue will allow it to propagate the results* of this output to any entity inputs.*/typeset EntityOutput{ function void (const char[] output, int caller, int activator, float delay); function Action (const char[] output, int caller, int activator, float delay);}; Source: https://sm.alliedmods.net/new-api/sdktools_entoutput/__raw As for map games, I can't think of any where players are meant to interact with this type of entity. Maybe @Steezy or @Raphi could confirm.
This isn't the solution we are looking for since it will make all func_door_rotating autoclose in specified seconds. This is what I was asking about. I'm sure i've seen a game on Raphi's map where the player spams a button to win. Cant remember the name of the game or the map.
jb paradise prison, it works like those water gun in carnivals but never seen any warden play that ever i think it is kind of bugged Bananas : You'll have to press as fast as you can the face to make jumping the banana. The fastest win the game.
The problem with my game is that buttons have limits, it can't be pressed fastly (not like door for exemple). However on CSGO on jb_paradise_lost, I've used game_ui, and I can know when player left click (even if it's really fast)
Im not sure this would be a great idea as cts will be wanting to go in and out of the doors too when ts go but if the door shuts on them they have to wait 5 sec ? this will mean the warden or ts are left on there own for that long.. I know I could rebel in that time but also if a ct was trying to run away from 5 ts coming to him near the door, but the door was just shut he wont have no where to go. its a nice idea for when ts are going somewhere but I don't think it will work on a few maps.
I see your point , and I agree with it. Maybe we can only put a delay to close the door? so like 5 seconds waiting until you can close the door , and to open it , it can happen immediately.
No door spamming is fun it will reduce the ts especially in lego its hard map so it will reduce the ts for you and you will have a chance to win the round