Re: [L4D & L4D2] Left 4 DHooks Direct (1.1) [27-Feb-2020]
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#define L4D2_ACT_HULK_THROW 761 Remember these are not models "m_nSequence" but the "ACT_*" sequence numbers. EDIT: Thanks to Accelerator74 for pointing out the extension used a posthook instead which corresponds to the actual models "m_nSequence" number while the prehook handles the "ACT_*" values. So I'll be adding changing the current animation hooks to append "Pre" to their forward names, and adding the post hooks to use the current forward names, this will maintain expected behaviour like the extension without plugins needing to modify anything. This whole project has taken over 3 weeks, over 200 hours. I rushed through without looking closely at everything and wondered why the animation was using "ACT_*" instead of "m_nSequence", should have looked again more closely. |
Re: [L4D & L4D2] Left 4 DHooks Direct (1.1) [27-Feb-2020]
Great job! Useful Stuff :)
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Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
Another major change:
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1.3 (27-Feb-2020) |
Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
I'm so sorry that I don't understand English, I want to ask something briefly.
This plugin will replace "[L4D2] Left 4 Downtown 2" ? |
Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
native L4D_OnGetScriptValueInt still wont work. Plugin cant spawn more "MaxSpecials" :(
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Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
Hi Silvers,
Just installed this on my L4D1 server - sourcemod 1.10 and installed DHooks (Dynamic Hooks - Dev Preview) as instructed. But on booting the server I got this error: L 02/27/2020 - 13:37:16: [SM] Exception reported: Invalid Handle 0 (error 4) L 02/27/2020 - 13:37:16: [SM] Blaming: left4dhooks.smx L 02/27/2020 - 13:37:16: [SM] Call stack trace: L 02/27/2020 - 13:37:16: [SM] [0] SDKCall L 02/27/2020 - 13:37:16: [SM] [1] Line 1370, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\left4dhooks.sp::OnMapStart Regards TiTz |
Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
Very innovative stuff here.
Like the AI for plugins really. Now all we need is... 1. Randomized witch behavior...standing or sitting at random...aggro to silent and vice versa 2. Create a survivor 3. Driveable Jimmy Gibbs car and other vehicles like the helicopter 4. Survivors can lock doors/SI can open doors without needing to bust them down 5. Playable common infected |
Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
offtopic.
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Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
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Re: [L4D & L4D2] Left 4 DHooks Direct (1.3) [27-Feb-2020]
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Edit: so I added this to test, used z_spawn hunter, and it was limiting the number of special infected allowed to spawn. Each time I used z_spawn it would trigger "MaxSpecials" below. See the results: PHP Code:
When left4dhooks starts, it calls the variable "MaxSpecials" which triggers the "L4D_OnGetScriptValueInt" forward with "MaxSpecials" variable. If there are any other director variables not being set because they're triggered too early let me know and I'll add them to also trigger forwards when the plugin starts. Updated: Code:
1.4 (28-Feb-2020) |
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