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New postPosted: 2007-04-26, 4:00 am 
   Post subject: KnifeGrenade release 6

Use the following link to download this addon:

http://addons.eventscripts.com/addons/view/knifegrenade


Below is the most recent language file for KnifeGrenade:
./addons/eventscripts/knifegrenade/knifegrenade_languages.ini wrote:
# ./addons/eventscripts/knifegrenade/knifegrenade_languages.ini
# >>> For general addon configuration see knifegrenade.cfg <<<

# DO NOT translate words with $ or # in front!
# For a list of language abbreviations please see ./addons/eventscripts/_libs/python/deflangs.ini

[pin pull]
en = "#defaultYou pulled the pin on #lightgreen$victim#default's grenade!"
de = "#defaultDu hast den Ring von #lightgreen$victim#default's Granate entfernt!"

[pin pulled]
en = '#lightgreen$attacker#default pulled the pin on your grenade!'
de = '#lightgreen$attacker#default hat den Ring von Deiner Granate entfernt!'

[alert all players]
en = "#lightgreen$attacker#default pulled the pin on #lightgreen$victim#default's grenade!"
de = "#lightgreen$attacker#default hat den Ring von #lightgreen$victim#default's Granate entfernt!"

Please post if you have questions, comments, or help with translation!

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Last edited by SuperDave on 2007-10-24, 9:08 am, edited 13 times in total.




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New postPosted: 2007-04-28, 8:38 am 

This is a darn cool mod and release 2 makes it even cooler! You knife an opponent and then run away before the opponent explodes!

Please give it a try and let me know what you think!

Thanks,
- Dave


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New postPosted: 2007-04-28, 12:14 pm 

Hey SuperDave-- again I love all the new scripts. Great work on these.

That being said, aren't the following two quotes a bit contradictory (or at least unfair):
SuperDave wrote:
This script is free to use, but please do not distribute it nor modify it beyond changing the options.


SuperDave wrote:
HUGE thanks to 7355608 who found and first produced this idea.
That script can be found here: http://forums.mattie.info/cs/forums/vie ... hp?t=12412

[...] both the hOwner and env_explosion business either derived from or was directly copied from the original script. I would guess that at least 10% of this script belongs to 7355608.


Just to mention, it's probably a gentlemanly idea that when you're inspired and/or work with other people's scripts that you don't restrict them further for others to build off-of.

Even for 100% wholly fresh scripts, I recommend open sharing. Yet I recommend it even more when people are borrowing concepts from others-- it's not exactly fair to take advantage of sharing and tell others not to do so.

I suspect you weren't intending to handle things that way, but I wanted to mention it to be sure you saw how such statements appear to us. Your disclaimer helps, but it's hard to tell.

Best of luck with your scripts!
-Mattie


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New postPosted: 2007-04-28, 4:01 pm 

I'm still in awe of the fact that this is noticed at all. Would it make everyone happier if it read:
This script is free to use, but please do not distribute it nor modify it beyond changing the options without asking.

:?:

First, I figure at least 90% of people completely ignore my little disclaimer. I'm not obsessed with the credit but I figured one sentence where I ask nicely can't hurt--I'd be happy to add any features that would be added independently. Second, I do not mention using code from the script in other scripts which everyone is more than welcome to do (and is how I got the hOwner jazz).

I understand that connotation means more than denotation (especially on the internet) and I appreciate the advice, but is this really an issue? :?
Would it be better if the statement in question were moved to the script instead of this post?

Honestly, I'd have no problem removing the statement except that I've already posted it and retracting it may seem as though I'm recanting it. :)

Mattie wrote:
Great work on these.
(Have you looked through them? If so, do you like them?)

I'm willing to listen to your thoughts, please respond!
- Dave

Edit- I guess I could make the disclaimer more positive if that would "rub" better:
Please link to this page rather than distributing this script and please notify me if you modify it. This script is free to use--as long as you don't claim my code as yours, we'll still be friends.

It says the same damn thing, so it's a half-compromise... :wink:
I'd really just like people to (1) link here so they always get the latest version (sorry for using your bandwitdth :P) and (2) let me know the changes they make so that I can consider changing the official version.

And BTW, if you told me great work without looking at my scripts, I would just assume you were being nice :)


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New postPosted: 2007-04-28, 6:59 pm 

I've looked at some of your scripts and you do a very nice job of making them understandable. As for whether they are written the best way possible using the most perfect logic could be debated as there are usually many ways to code something that all end up with the same outcome. I'm not trying to say your code is bad, quite the contrary, but there are many ways to get to the desired result.

I believe what would make your disclaimers more positive would be if you could use a little less "me" and a little more "we". I'm not sure if that makes sense but I guess I'm suggesting nobody is left in the dark about your opinion of yourself.

Keep up the good work. I really like the creativity you exhibit.

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New postPosted: 2007-04-28, 8:11 pm 

Don wrote:
I'm suggesting nobody is left in the dark about your opinion of yourself
I'm not sure how that disclaimer implies any opinion of myself.

I think the disclaimer is the only part of the script that should be "me":
As the author, I would appreciate it if you [blank]. Otherwise, do what you will/can.
Besides, my disclaimer has two "you"s and a "we" but just one "my!"

I do agree that there are many ways of doing everything and I appreciate your praise (I do claim CheapBombTimer to be the most accurate possible, but it's so short it would be hard to make a more accurate timer). I also try to link to any scripts that inspired me on the script announcement. In fact, why are we talking about this? I've never claimed this script to be better than any other :?

I would also like to remind you that I picked the name "SuperDave" because "Dave" was taken and it was the first thing to pop into my head. I'm sure you're familiar with the old Super Dave Osborne show! :)

- Dave


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New postPosted: 2007-04-28, 10:46 pm 
   Post subject: Help please

I was wondering if there was a way to make this script so you could knife ANYONE and it would set off there grenade, like we, SAU, have a zombie server and it would be great if one of the zombies could knife the other and place a grenade on them so they could blow up baracades or a ct place one on another ct for fun :P, so please tell me if theres a way u could switch it to plant it on anyone


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New postPosted: 2007-04-28, 11:52 pm 

lol, SAURep. That's a very quick fix! Find the following part in the script:
ES:
    event player_hurt

    {

       if (event_var(weapon) equalto knife) do

       {

          if (event_var(es_userteam) notequalto event_var(es_attackerteam)) do
and replace it with:
ES:
    event player_hurt

    {

       if (event_var(weapon) equalto knife) do

       {

          if (event_var(es_userteam) notequalto 1) do
There are other ways of doing this, but I think the above way is the most simple. If more people request this feature, I will gladly consider making it an option! :)

Thank you for your reply, I hope you continue to enjoy this script!
- Dave


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New postPosted: 2007-04-29, 5:11 pm 
   Post subject: Reply

Thanks for the info but it does not work, i think its because in zombie servers u cant enable friendly fire :/ anyway to bypass this???


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New postPosted: 2007-04-30, 1:43 pm 

Now that, SAURep, is a problem. There is no quick fix to your request aside from turning on friendly fire. :(
Sorry!

- Dave


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New postPosted: 2007-05-02, 5:46 pm 

That saddens me but w/e


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New postPosted: 2007-05-16, 3:24 pm 

I have it running and we love it, but I've found a small bug.

If the knife kills the person, they instantly explode, which kills the knifer too and is classed as a suicide.

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New postPosted: 2007-05-16, 5:21 pm 

Well, it was supposed to do that. But I run this script all the time and that annoyed me, too. Thanks for reminding me I could do something about it! :)

Thanks for your feedback! Let me know if there is anything else you'd like to see.
- Dave

P.S. Release 3


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New postPosted: 2007-06-03, 10:00 am 

I think it's safe to say that this is probably the most kick ass script ever. I LOVE IT. just one thing though, i don't get the kill when i pull the pin, it just says suicide.


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New postPosted: 2007-06-03, 10:29 am 

Thank you very much! :D

teh_l33tz0r wrote:
i don't get the kill when i pull the pin, it just says suicide.
Really? It uses the "suicide" icon but it should definitely give you credit for the kill as long as you're alive.

Try loading KnifeGrenade with no other scripts loaded to see if you can reproduce the problem. If you can, please let me know and I will do what I can to fix the script.

Thanks again for your review and for bringing that issue to my attention!
- Dave


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New postPosted: 2007-06-03, 6:23 pm 

Ok, i will give it a day of testing....(playing) and will let you know, thanks


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New postPosted: 2007-06-03, 8:23 pm 

ok, i tried with and with out other mods and it still does the same thing. To be more precise sometimes i get the kill sometimes it counts as suicide.


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New postPosted: 2007-06-03, 10:52 pm 

Do you notice any difference between the times when it counts as a kill and when it counts as a suicide?

I run this mod all the time and have not experienced problems, but I also don't get the chance to use this particular feature often so there could be problems I haven't seen. Please see if you cannot pin the problem down further and get back to me.

After checking the code again, I'm sorry but I don't see any obvious way this could cause a player suicide. Any further information you could provide would be very helpful :)

Thanks,
- Dave


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