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Sheep_Wizard

Anti glitch plugin

5 posts in this topic

This is plugin that kills people that go to places they shouldn't be such as glitch spots.
 
Plugin currently fixes glitch for 9 maps:
 
framey_v2 (2 out of map spots)
godfather (1 out of map spot)
wipeout (1 shortcut)
stronghold (1 out of map spot) - Remove if you have newest version with secret (think thats only raid)
watercity (1 out of map spot)
mirroredge (1 area you can skip part of map)
blue (2 areas you can get stuck/shouldn't be)
apocalypse_v2 (bottom level trap skips)
backlot (2 out of map spots)
 
 
 
Loadplugin:

LoadPlugin( plugins\antiglitch::init, "Antiglitch", "Sheep Wizard" );

 

Plugin:

// Plugin name: Antiglitch
// Author: Sheep Wizard
// Version: 1.0 
// Description: Stop people going in areas there not meant to be in
// Credits: Wingzor

/*
Maps with antiglitch
framey_v2 (2 out of map spots)
godfather (1 out of map spot)
wipeout (1 shortcut)
stronghold - Remove if you have newest version with secret (think thats only raid)
watercity (1 out of map spot)
mirroredge (1 area you can skip part of map)
blue (2 areas you can get stuck)
apocalypse_v2 (bottom level trap skip)
backlot (2 out of map spots)
*/
init( modVersion )
{
    wait 0.1;
    thread checkmap();
}

checkmap()
{
    currentmap = getDvar("mapname");
	
    switch(currentmap)
	{
	    case "mp_deathrun_framey_v2":
		    thread framey_v2();
			thread text();
			break;
		case "mp_deathrun_godfather":
		    thread godfather();
			thread text();
			break;
		case "mp_deathrun_wipeout":
		    thread wipeout();
			thread text();
			break;
		case "mp_dr_stronghold":
		    thread stronghold();
			thread text();
			break;
		case "mp_dr_watercity":
		    thread watercity();
			thread text();
			break;
		case "mp_deathrun_mirroredge":
		    thread mirroredge();
			thread text();
			break;
		case "mp_dr_blue":
		    thread blue();
			thread text();
			break;
		case "mp_dr_apocalypse_v2":
		    thread apoca();
			thread text();
			break;
		case "mp_deathrun_backlot":
		    thread backlot();
			thread text();
			break;
	}
}

text()
{
    wait 5;
    iPrintLn("^1This map uses Antiglitch plugin");
}

framey_v2()
{
    wall = (2802 ,-467, 633);	
    wall2 = (2479 ,-471, 597);
	wall3 = (2174,1450,700);
	wall4 = (2174,1300,700);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( distance( players[i].origin, wall ) <= 200 || distance( players[i].origin, wall2 ) <= 150 || distance( players[i].origin, wall3 ) <= 150 || distance( players[i].origin, wall4 ) <= 150 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

godfather()
{
  
    glitch = (693, 871, 585);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 120 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
	
}

wipeout()
{
    glitch = (1938,1922,227);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 200 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

stronghold()
{
    glitch = (-440, -1030, 88);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 200 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

watercity()
{
    glitch = ( 877, 1255, 420);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 130 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

mirroredge()
{

    glitch = ( -5633, 294, -2241);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 130 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

blue()
{   
    glitch = ( 4423, -1075, -824);
	glitch2 = (10699, 2477, -1267);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 350 || Distance( players[i].origin, glitch2 ) <= 350 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

apoca()
{
    glitch = ( 511, 2859, 594);
	glitch2 = ( 511, 3136, 594);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 100 || Distance( players[i].origin, glitch2 ) <= 100 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}

backlot()
{
    glitch = ( 1040, -1159, 396);
	glitch2 = ( 682, -1315, 183);
	
	while(1)
	{
	    players = getentarray("player", "classname");
		for(i=0;i<players.size;i++)
		{
			if( Distance( players[i].origin, glitch ) <= 100 || Distance( players[i].origin, glitch2 ) <= 130 && isAlive(players[i]) )
			{
				players[i] suicide();
				players[i] iPrintLnBold("^1Do Not Glitch");
			}
		}
		wait 0.05;
	}
}


		

 

Credits: Wingzor for original plugin, i just remade and added lots more maps to it.

 

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Wouldn't it just be easiser to place down invisable barriers instead of "Kill_triggers" since you can't ping last past invisable barriers.

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Wouldn't it just be easiser to place down invisable barriers instead of "Kill_triggers" since you can't ping last past invisable barriers.

It not kill trigger, i did it via distance from a origin.

 

Also iv tested them all and you cant ping jump past them

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// Plugin name: Antiglitch
// Author: 3xP
// Version: 1.0
// Description: Stop people going in areas there not meant to be in
// Credits: Wingzor

 

Fixed the creds for you jk love you

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It not kill trigger, i did it via distance from a origin.

 

Also iv tested them all and you cant ping jump past them

You mean Wingzor <3

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