Spawning a rebel consumes exactly 45 ammo.
Spirit ( p_spiritartifact.sp) The flame of spirit burns ever brighter. spite_do_supernovas: Whether or not to spawn combine balls or explosive barrels at all.spite_barrel_supernova_chance: The chance out of 100 for an enemy to explode into explosive barrels upon death.
spite_ball_supernova_chance: The chance out of 100 for an enemy to explode into combine balls upon death.SMG grenades create volatile dumpsters upon detonation, which later supernova into incredibly fast-moving combine balls after a random amount of time.Player-thrown frag grenades and RPGs create explosive barrels upon detonation.Explosive-based weapons have new behavoir to keep them relevant in combat.Any problematic entity can be made immune to everything with console command spite_make_immune.alyx, barney, vortigaunts) are made immune to explosives. Becuase you can't really prevent them from dying in the midst of explosive chaos, essential NPCs (i.e.Hostile NPCs are still vulnerable to explosive barrels.Hostile NPCs are made immune to most explosives, but friendly NPCs aren't.These grenades have a chance to be explosive barrels or combine balls!.Players, enemies, and props create a shower of grenades when they die.Spite ( p_spiteartifact.sp) Spite rains from the heavens. A lot of these plugins were some of the first things I ever programmed. None of this trash is coded or commented well. While they theoretically can work in any Source game, I give zero guarantees outside of Synergy. They were developed for and have been tested exclusively in Synergy. I think it's a simple plugin, but it's absolutely crucial to fixing this bug since I don't think Synergy developers will prioritize this.Assorted gameplay-modifying plugins for Sourcemod. I would really appreciate it if you might be able to help at all in getting this to work. However, I'm still a novice at writing plugins (first attempt), and honestly the syntax of the language seems to be holding me back the most for some reason.
If not that method, then fiddle with the entities like shqke stated. I just went in-game to test test_game_load and it needs sv_cheats set to 1. If it's zero, then I would try to turn on sv_cheats really quickly, do test_game_load, and turn sv_cheats off. I want to use the player_disconnect event to invoke that function of counting the players left alive. Yes, the method you stated is how I want to go about doing it. I am not up for writing public plugins anymore but if you really need it i might be able to work something out
Oprindeligt skrevet af Nocona-Chan:sourcemod does not have official nor full support for synergy, your best bet would be a plugin that checks how many players are alive each time someone disconnects and if the alive player count is 0 then target what shqke said.