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[L4D & L4D2]Witch fixes[Left 4 Fix]


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Author
larrybrains
Senior Member
Join Date: May 2017
Plugin ID:
6510
Plugin Version:
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    542 
    Plugin Description:
    Witch fixes!
    Old 10-12-2019 , 18:01   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #1

    Quote:
    Originally Posted by Lux View Post
    works fine on my end version : 2.1.5.5 7311, do you have 2 of the plugins loading or reloaded all plugins, the witch fixes are not reloadable they are 1time load and does not need anything more.

    If not i'v noidea to help you.
    I am getting the exact same error on my server.

    PHP Code:
    L 10/11/2019 22:05:20SourceMod error session started
    L 10
    /11/2019 22:05:20Info (map "c5m1_waterfront") (file "errors_20191011.log")
    L 10/11/2019 22:05:20: [optional/larrymod/Witch_Target_patch.smxIncorrect offset for 'WitchAttack::GetVictim'.
    L 10/11/2019 22:05:20: [optional/larrymod/Witch_Target_patch.smxError finding the 'WitchAttack::OnStart' signature.
    L 10/11/2019 22:05:20: [optional/larrymod/Witch_Target_patch.smxError finding the 'WitchAttack::OnAnimationEvent' signature.
    L 10/11/2019 22:05:20: [optional/larrymod/Witch_Target_patch.smxError finding the 'WitchAttack::Update' signature
    Can you explain what you mean by the them not being reloadable? Should I be running them as default plugins on server startup as opposed to optionally loaded on config startup?

    Last edited by larrybrains; 10-12-2019 at 18:02.
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    Lux
    Veteran Member
    Join Date: Jan 2015
    Location: Cat
    Old 12-31-2019 , 22:13   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #2

    I do check the bytes, i avoid checking the bytes if it were already patched incase of a very rare chance of it being updated.

    since people like to reload plugins every map for some pointless reason i added restoring to the patch.

    in anycase for future patch still ill just make configs and use https://github.com/nosoop/SMExt-SourceScramble to load patches since it's simple and does most of it for you.

    Hunter_pounce_alignment_fix uses this anyway for special case.
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 12-31-2019 , 23:30   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #3

    Quote:
    Originally Posted by Lux View Post
    since people like to reload plugins every map for some pointless reason
    I've always wondered why someone would want to do this? It breaks functionality for many plugins that use persistent data, for client stats etc. I wonder how many people actually set this option for their server?

    While scripting and testing I often reload all plugins, this is the main reason I add clean up routines in OnPluginEnd. That and to prevent people complainining about more issues I can't be bothered to deal with. Downside is more scripting, longer processing time if you have to store data of things to reset/delete.. but if I don't add those functions someone will always end up requesting it or reporting some problem.
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    Spirit_12
    Veteran Member
    Join Date: Dec 2012
    Location: Toronto, CA
    Old 01-01-2020 , 16:36   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #4

    Quote:
    Originally Posted by Lux View Post
    since people like to reload plugins every map for some pointless reason i added restoring to the patch.
    Quote:
    Originally Posted by Silvers View Post
    I've always wondered why someone would want to do this? It breaks functionality for many plugins that use persistent data, for client stats etc. I wonder how many people actually set this option for their server?
    One word to answer that "Promod". The way that framework was coded, it unloads all plugins and then only loads specific ones on map load. I don't personally use it, but that's where the whole fuzz comes from.
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    Dragokas
    Veteran Member
    Join Date: Nov 2017
    Location: Ukraine on fire
    Old 01-01-2020 , 17:04   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #5

    I'm planning to implement new game-modes that require some plugins be unloaded on the fly (or not loaded) on map start.
    So what opportunities do we have here:
    1) move plugin to "disabled" folder, and don't forget to revert back (more work)
    2) set X_ConVar_Enable to 0 in some plugins, but they get re-loaded from *.cfg on map start (so, useless).
    3) sm plugins unload X (easy, but unsafe)
    4) ??? separate server. No, not an option for me.

    AFAIK, server shutdown also initiate plugins unload, so it's better to implement for reason: not get extra or wrong crash report.
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    Last edited by Dragokas; 01-01-2020 at 17:08.
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    ben12398
    Junior Member
    Join Date: Jun 2019
    Location: Hong Kong
    Old 01-12-2020 , 03:41   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #6

    Hi

    Sometimes people startle witch and go idle to avoid being punished

    I want to ask if yours can fix this problem?

    Much thanks
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    Lux
    Veteran Member
    Join Date: Jan 2015
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    Old 01-12-2020 , 11:42   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #7

    Quote:
    Originally Posted by ben12398 View Post
    Hi

    Sometimes people startle witch and go idle to avoid being punished

    I want to ask if yours can fix this problem?

    Much thanks
    nope

    Not really working, the witch target patch breaks target changing same with the fix extension when going idle link below is my attempt to retarget the witch to pure EHandles, but hit dhook limitation so needs extension it's self
    https://github.com/LuxLuma/Left-4-fi...tch_target_fix
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    xZk
    Senior Member
    Join Date: Nov 2017
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    Old 01-12-2020 , 13:03   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #8

    Quote:
    Originally Posted by Lux View Post
    nope

    Not really working, the witch target patch breaks target changing same with the fix extension when going idle link below is my attempt to retarget the witch to pure EHandles, but hit dhook limitation so needs extension it's self
    https://github.com/LuxLuma/Left-4-fi...tch_target_fix
    Maybe it can be relatively fixed, if at the moment the player is idle, create damage to the witch (possibly ignite) from the player's bot and thus avoid for a moment unless he loses his target.
    Something similar to what this does https://forums.alliedmods.net/showthread.php?p=1621505
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    Lux
    Veteran Member
    Join Date: Jan 2015
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    Old 01-12-2020 , 15:56   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #9

    Quote:
    Originally Posted by xZk View Post
    Maybe it can be relatively fixed, if at the moment the player is idle, create damage to the witch (possibly ignite) from the player's bot and thus avoid for a moment unless he loses his target.
    Something similar to what this does https://forums.alliedmods.net/showthread.php?p=1621505
    I already thought about that but if the witch is on fire WitchBurn::WitchBurn behavior is already active and you can nolonger restartle her(even bile don't work), you would need to recreate the witch as a workaround
    for this I accept no workarounds only fixes.

    You can set the harasser in an offset for the witch and set rage to 100% and she will go after who ever is the target(if she is damaged by someone else they will take priority) but still not work for fire :c

    Quote:
    Originally Posted by Dragokas View Post
    Is witch_harasser_set receive correct target?
    If you use the target patch it should be always correct harasser event
    The witch harasser is stored at offset 7628‬ as a EHandle.

    so you can get with by reading
    Code:
    LoadEntityHandleFromAddress(GetEntityAddress(witch) + view_as<Address>(7628‬));


    EDIT:
    For anyone who don't know this the witch has a timeout timer for burning that deals 9999 damage on timeout of 30 sec by default
    This is the cvar for it it only effects the witch, not anything else the game makes it seem like it effects common from the name.
    Code:
    z_burning_lifetime
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    Last edited by Lux; 01-12-2020 at 22:57.
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    Dragokas
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    Old 01-12-2020 , 13:06   Re: [L4D2]Witch fixes[Left 4 Fix]
    Reply With Quote #10

    Quote:
    Originally Posted by Lux View Post
    nope

    Not really working, the witch target patch breaks target changing same with the fix extension when going idle link below is my attempt to retarget the witch to pure EHandles, but hit dhook limitation so needs extension it's self
    https://github.com/LuxLuma/Left-4-fi...tch_target_fix
    Is witch_harasser_set receive correct target?
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