AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Plugins (https://forums.alliedmods.net/forumdisplay.php?f=108)
-   -   [L4D/L4D2]WeaponHandling_API(22/04/2021 - 1.0.6) (https://forums.alliedmods.net/showthread.php?t=319947)

Lux 07-07-2020 01:44

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by Shao (Post 2709011)
How would it have to be approached? Can't figured it out unfortunately, trying to label with any specific melee weapon names cause errors.

This is in the Prop_Data
Code:

CTerrorMeleeWeapon - weapon_melee
- m_strMapSetScriptName (Offset 6116) (Save|Key)(4 Bytes) - melee_script_name

Since melee weapons are dynamic and have no fixed entity or method to define then never made enum, custom maps are a thing for adding them.

cravenge 08-09-2020 10:42

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Has anyone else noticed the stats bug with this API? I've done some testing last night and I saw a ridiculous amount of pipe bombs/molotovs/boomer biles used (about 400-900 and even 1k although I only threw like 5-13 of each overall) in the end credits.

I'm starting to wonder if this is somehow related to the "CUtlRBTree overflow!" crash since that one has to do something with excessive amount of entities being spawned simultaneously.

Lux 08-09-2020 11:28

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by cravenge (Post 2713642)
Has anyone else noticed the stats bug with this API? I've done some testing last night and I saw a ridiculous amount of pipe bombs/molotovs/boomer biles used (about 400-900 and even 1k although I only threw like 5-13 of each overall) in the end credits.

The game likes to update the checkpoint stats for molotov with a weaponfire rather than when it is actually thrown not on my todo list, if you find a fix ill consider adding it in.

Quote:

Originally Posted by cravenge (Post 2713642)
I'm starting to wonder if this is somehow related to the "CUtlRBTree overflow!" crash since that one has to do something with excessive amount of entities being spawned simultaneously.

That is related to alot more things than entities.

Lux 08-09-2020 12:29

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
1 Attachment(s)
Quote:

Originally Posted by xy9860 (Post 2676787)
How can I hook throw weapon_propanetank event?

Quote:

Originally Posted by Lux (Post 2676791)
Not really sure how to hook event for that.

You can try using dhooks and hooking this function

PHP Code:

CCarriedProp::DropCarriedProp() 


Took another look you can add "weapon_drop_to_prop" event to your game you must add this entry to the "modevents.res" and pack into a vpk, it can be found in "l4d2directory/update/pak01_dir.vpk" open vpk and find "root/resource/modevents.res" extract add the new event and repack into vpk with the same path where you found it place in addons folder.

PHP Code:

"weapon_drop_to_prop"
{
    
"userid"    "short"        // The player that dropped it
    
"item"        "string"    // weapon string "weapon_*"
    
"propid"    "long"        // ent index


Does not fire for cola_bottles and gascan since they are never converted to a physics prop.

Uploaded the change enjoy.

strikeraot 09-02-2020 02:05

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Can you tell me how to bring back the slot1's deploy speed to Normal? (secondary slot)

Lux 09-02-2020 02:18

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by strikeraot (Post 2716340)
Can you tell me how to bring back the slot1's deploy speed to Normal? (secondary slot)

The deploy speed is unchanged by default.

PHP Code:

// 1 = (match deploy speed animation to the "DeployDuration" keyvalue in weapon_*.txt) 0 = (ignore "DeployDuration" keyvalue in weapon_*.txt and matches deploy speed to animation speed) before being modified
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
wh_deploy_animation_speed "1" 

Unless you talking about the animation speed.

strikeraot 09-02-2020 04:16

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
i tried to set wh_deploy_animation_speed "0", but with this changes i will have a little delay with melee weapon when i attack, it seems Melee's RateOfFire doesn't match with its DeployAnimation. Tried to disable this plugin and everything work fine, i pretty sure the problem not come from the Network Access

Lux 09-02-2020 04:38

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by strikeraot (Post 2716347)
i tried to set wh_deploy_animation_speed "0", but with this changes i will have a little delay with melee weapon when i attack, it seems Melee's RateOfFire doesn't match with its DeployAnimation. Tried to disable this plugin and everything work fine, i pretty sure the problem not come from the Network Access

Again The deploy speed is unchanged by default.

As mentioned by the cvar it is only visual
Quote:

1 = (match deploy speed animation to the "DeployDuration" keyvalue in weapon_*.txt)
Again unless you are talking about the animation speed?

strikeraot 09-02-2020 04:55

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
it looks like I was confused between Deploy Duration and Animation Speed, sorry for bothering you. As you said, I mean Animation Speed

Lux 09-02-2020 07:08

Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
 
Quote:

Originally Posted by strikeraot (Post 2716352)
it looks like I was confused between Deploy Duration and Animation Speed, sorry for bothering you. As you said, I mean Animation Speed

Updated it you can now disable it.


Update 1.0.4.
Added option to disable any correction to deploy animations.
Added Gnome to the weapon hashmap and enum value.

https://github.com/LuxLuma/Weapon_Ha...ca80361d5e131f


All times are GMT -4. The time now is 10:38.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.