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[HELP] Enable or disable plugins

Scheduled Pinned Locked Moved MW3 Modding Support & Discussion
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  • Kalitosundefined Offline
    Kalitosundefined Offline
    Kalitos
    replied to the_bad_boy on last edited by
    #2

    the_bad_boy I don't think it's possible, since plugins are loaded on server startup, not like scripts that are loaded on every map rotation.

    the_bad_boyundefined 1 Reply Last reply
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    • the_bad_boyundefined Offline
      the_bad_boyundefined Offline
      the_bad_boy
      replied to Kalitos on last edited by
      #3

      Kalitos does that mean that the scripts can be uploaded and downloaded?

      Kalitosundefined 2 Replies Last reply
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      • Kalitosundefined Offline
        Kalitosundefined Offline
        Kalitos
        replied to the_bad_boy on last edited by
        #4

        the_bad_boy Well, which is what you want to do, it sounds more like you use a script instead of a plugin.

        1 Reply Last reply
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        • Kalitosundefined Offline
          Kalitosundefined Offline
          Kalitos
          replied to the_bad_boy on last edited by
          #5

          the_bad_boy And yes, with a script, you can, based on variables, determine if it runs in a game mode or not.

          the_bad_boyundefined 1 Reply Last reply
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          • the_bad_boyundefined Offline
            the_bad_boyundefined Offline
            the_bad_boy
            replied to Kalitos on last edited by
            #6

            Kalitos ok I have the Cranked script and I want it to run in TDM_default how would it be?

            Kalitosundefined 1 Reply Last reply
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            • Kalitosundefined Offline
              Kalitosundefined Offline
              Kalitos
              replied to the_bad_boy on last edited by Kalitos
              #7

              the_bad_boy You could use in such a way that you compare the game mode.

              if(getDvar("g_gametype")=="war") //If is TDM mode
              {
                //load the script here
              } 
              
              the_bad_boyundefined 1 Reply Last reply
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              • the_bad_boyundefined Offline
                the_bad_boyundefined Offline
                the_bad_boy
                replied to Kalitos on last edited by
                #8

                Kalitos so it should be like this?

                if(getDvar("g_gametype")=="war") //If is TDM mode
                {
                #include maps\mp\_utility;
                #include common_scripts\utility;
                #include maps\mp\gametypes\_hud_util;
                
                /**
                    IW5 Cranked.
                    Updated: 14/06/2021.
                    Version: 1.0.
                    Author: Birchy.
                    Description: IW5 custom script that adds 'cranked' behaviour present
                    in other titles. Works for every gamemode.
                */
                
                init(){
                    level.crankedtime = 20;
                    level.crankedoverlay = 0.25;
                    level thread connect();
                }
                
                connect(){
                    for(;;){
                        level waittill("connected", player);
                        player thread cranked();
                    }
                }
                
                cranked(){
                    self endon("disconnect");
                    self.crankedhud[0] = drawshader("white", "TOP", "CENTER", -190, 90, 75, 25, (0.6,0.8,0.6), 0, 1);
                    self.crankedhud[1] = drawshader("white", "TOP", "CENTER", -190, 115, 75, 10, (0,0,0), 0, 1);
                    self.crankedhud[2] = drawtext(&"0:", "TOP", "CENTER", -190, 90, 1, "bigfixed", (1,1,1), 0, 2);
                    self.crankedhud[3] = drawtext(&"CRANKED", "TOP", "CENTER", -190, 114, 1, "objective", (1,1,1), 0, 2);
                    self.crankedhud[4] = drawoverlay();
                    for(;;){
                        event = self waittill_any_return("death", "spawned_player", "killed_enemy");
                        if(event == "killed_enemy"){
                            self effects();
                            self display(true);
                            self thread timer();
                        }else{
                            self display(false);
                        }
                    }
                }
                
                timer(){
                    self endon("disconnect");
                    self endon("death");
                    self endon("killed_enemy");
                    time = level.crankedtime;
                    self.crankedhud[2] setvalue(time);
                    self.crankedhud[2].color = (1,1,1);
                    self.crankedhud[2].label = &"0:";
                    //TODO: Including milliseconds would probably look nice.
                    while(time != 0){
                        wait 1;
                        time -= 1;
                        self.crankedhud[2] setvalue(time);
                        self playlocalsound("trophy_detect_projectile");
                        if(time < 10){
                            self.crankedhud[2].label = &"0:0";
                            if(time <= 5 && time != 0){
                                self.crankedhud[2].color = (0.8,0.2,0.2);
                                self playsound("ui_mp_suitcasebomb_timer");
                            }
                        }
                    }
                    self playsound("detpack_explo_default");
                    playfx(level.c4death, self.origin);
                    self suicide();
                }
                
                effects(){
                    self setperk("specialty_fastermelee", true, false);
                    self setperk("specialty_lightweight", true, false);
                    self setperk("specialty_fastreload", true, false);
                    self setperk("specialty_longersprint", true, false);
                    self setperk("specialty_quickdraw", true, false);
                    self setperk("specialty_stalker", true, false);
                    self setperk("specialty_fastsprintrecovery", true, false);
                    self setperk("specialty_fastoffhand", true, false);
                    self setperk("specialty_quickswap", true, false);
                    self.movespeedscalar = 1.2;
                    self maps\mp\gametypes\_weapons::updateMoveSpeedScale();
                }
                
                display(visible){
                    if(visible){
                        self.crankedhud[0].alpha = 0.5;
                        self.crankedhud[1].alpha = 0.5;
                        self.crankedhud[2].alpha = 1;
                        self.crankedhud[3].alpha = 1;
                        self.crankedhud[4].alpha = level.crankedoverlay;
                    }else{
                        self.crankedhud[0].alpha = 0;
                        self.crankedhud[1].alpha = 0;
                        self.crankedhud[2].alpha = 0;
                        self.crankedhud[3].alpha = 0;
                        self.crankedhud[4].alpha = 0;
                    }
                }
                
                drawtext(text, align, relative, x, y, fontscale, font, color, alpha, sort){
                    element = self createfontstring(font, fontscale);
                    element setpoint(align, relative, x, y);
                    element.label = text;
                    element.hidewheninmenu = true;
                    element.color = color;
                    element.alpha = alpha;
                    element.sort = sort;
                    element.hidden = true;
                    return element;
                } 
                
                drawshader(shader, align, relative, x, y, width, height, color, alpha, sort){
                    element = newclienthudelem(self);
                    element.elemtype = "icon";
                    element.hidewheninmenu = true;
                    element.shader = shader;
                    element.width = width;
                    element.height = height;
                    element.align = align;
                    element.relative = relative;
                    element.xoffset = 0;
                    element.yoffset = 0;
                    element.children = [];
                    element.sort = sort;
                    element.color = color;
                    element.alpha = alpha;
                    element setparent(level.uiparent);
                    element setshader(shader, width, height);
                    element setpoint(align, relative, x, y);
                    return element;
                }
                
                drawoverlay(){
                    element = newclienthudelem(self);
                	element.x = 0;
                	element.y = 0;
                	element.alignX = "left";
                	element.alignY = "top";
                	element.horzAlign = "fullscreen";
                	element.vertAlign = "fullscreen";
                	element setshader ("combathigh_overlay", 640, 480);
                	element.sort = -10;
                    element.alpha = 0;
                    element.color = (0,1,0);
                    return element;
                }
                } 
                
                Kalitosundefined 1 Reply Last reply
                0
                • Kalitosundefined Offline
                  Kalitosundefined Offline
                  Kalitos
                  replied to the_bad_boy on last edited by
                  #9

                  Kalitos No, the conditional must go inside the init() function.

                  
                  #include maps\mp\_utility;
                  #include common_scripts\utility;
                  #include maps\mp\gametypes\_hud_util;
                  
                  /**
                      IW5 Cranked.
                      Updated: 14/06/2021.
                      Version: 1.0.
                      Author: Birchy.
                      Description: IW5 custom script that adds 'cranked' behaviour present
                      in other titles. Works for every gamemode.
                  */
                  
                  init(){
                  	
                  	if(getDvar("g_gametype")=="war") //If is TDM mode
                  	{
                  		level.crankedtime = 20;
                  		level.crankedoverlay = 0.25;
                  		level thread connect();
                  	}
                  }
                  
                  connect(){
                      for(;;){
                          level waittill("connected", player);
                          player thread cranked();
                      }
                  }
                  
                  cranked(){
                      self endon("disconnect");
                      self.crankedhud[0] = drawshader("white", "TOP", "CENTER", -190, 90, 75, 25, (0.6,0.8,0.6), 0, 1);
                      self.crankedhud[1] = drawshader("white", "TOP", "CENTER", -190, 115, 75, 10, (0,0,0), 0, 1);
                      self.crankedhud[2] = drawtext(&"0:", "TOP", "CENTER", -190, 90, 1, "bigfixed", (1,1,1), 0, 2);
                      self.crankedhud[3] = drawtext(&"CRANKED", "TOP", "CENTER", -190, 114, 1, "objective", (1,1,1), 0, 2);
                      self.crankedhud[4] = drawoverlay();
                      for(;;){
                          event = self waittill_any_return("death", "spawned_player", "killed_enemy");
                          if(event == "killed_enemy"){
                              self effects();
                              self display(true);
                              self thread timer();
                          }else{
                              self display(false);
                          }
                      }
                  }
                  
                  timer(){
                      self endon("disconnect");
                      self endon("death");
                      self endon("killed_enemy");
                      time = level.crankedtime;
                      self.crankedhud[2] setvalue(time);
                      self.crankedhud[2].color = (1,1,1);
                      self.crankedhud[2].label = &"0:";
                      //TODO: Including milliseconds would probably look nice.
                      while(time != 0){
                          wait 1;
                          time -= 1;
                          self.crankedhud[2] setvalue(time);
                          self playlocalsound("trophy_detect_projectile");
                          if(time < 10){
                              self.crankedhud[2].label = &"0:0";
                              if(time <= 5 && time != 0){
                                  self.crankedhud[2].color = (0.8,0.2,0.2);
                                  self playsound("ui_mp_suitcasebomb_timer");
                              }
                          }
                      }
                      self playsound("detpack_explo_default");
                      playfx(level.c4death, self.origin);
                      self suicide();
                  }
                  
                  effects(){
                      self setperk("specialty_fastermelee", true, false);
                      self setperk("specialty_lightweight", true, false);
                      self setperk("specialty_fastreload", true, false);
                      self setperk("specialty_longersprint", true, false);
                      self setperk("specialty_quickdraw", true, false);
                      self setperk("specialty_stalker", true, false);
                      self setperk("specialty_fastsprintrecovery", true, false);
                      self setperk("specialty_fastoffhand", true, false);
                      self setperk("specialty_quickswap", true, false);
                      self.movespeedscalar = 1.2;
                      self maps\mp\gametypes\_weapons::updateMoveSpeedScale();
                  }
                  
                  display(visible){
                      if(visible){
                          self.crankedhud[0].alpha = 0.5;
                          self.crankedhud[1].alpha = 0.5;
                          self.crankedhud[2].alpha = 1;
                          self.crankedhud[3].alpha = 1;
                          self.crankedhud[4].alpha = level.crankedoverlay;
                      }else{
                          self.crankedhud[0].alpha = 0;
                          self.crankedhud[1].alpha = 0;
                          self.crankedhud[2].alpha = 0;
                          self.crankedhud[3].alpha = 0;
                          self.crankedhud[4].alpha = 0;
                      }
                  }
                  
                  drawtext(text, align, relative, x, y, fontscale, font, color, alpha, sort){
                      element = self createfontstring(font, fontscale);
                      element setpoint(align, relative, x, y);
                      element.label = text;
                      element.hidewheninmenu = true;
                      element.color = color;
                      element.alpha = alpha;
                      element.sort = sort;
                      element.hidden = true;
                      return element;
                  } 
                  
                  drawshader(shader, align, relative, x, y, width, height, color, alpha, sort){
                      element = newclienthudelem(self);
                      element.elemtype = "icon";
                      element.hidewheninmenu = true;
                      element.shader = shader;
                      element.width = width;
                      element.height = height;
                      element.align = align;
                      element.relative = relative;
                      element.xoffset = 0;
                      element.yoffset = 0;
                      element.children = [];
                      element.sort = sort;
                      element.color = color;
                      element.alpha = alpha;
                      element setparent(level.uiparent);
                      element setshader(shader, width, height);
                      element setpoint(align, relative, x, y);
                      return element;
                  }
                  
                  drawoverlay(){
                      element = newclienthudelem(self);
                  	element.x = 0;
                  	element.y = 0;
                  	element.alignX = "left";
                  	element.alignY = "top";
                  	element.horzAlign = "fullscreen";
                  	element.vertAlign = "fullscreen";
                  	element setshader ("combathigh_overlay", 640, 480);
                  	element.sort = -10;
                      element.alpha = 0;
                      element.color = (0,1,0);
                      return element;
                  }
                  
                  the_bad_boyundefined 1 Reply Last reply
                  1
                  • the_bad_boyundefined Offline
                    the_bad_boyundefined Offline
                    the_bad_boy
                    replied to Kalitos on last edited by
                    #10

                    Kalitos thank you

                    1 Reply Last reply
                    0
                    • Resxtundefined Offline
                      Resxtundefined Offline
                      Resxt Plutonium Staff
                      replied to the_bad_boy on last edited by
                      #11

                      the_bad_boy next time post your support request in the support section not releases

                      1 Reply Last reply
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