[TF2 & L4D & L4D2] Actions
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Left 4 Dead 2 Usage Example
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What are the "action" related to? Any actions of survivors and infected (players)?
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This is a blessing thanks for release
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If I write
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Using nb_move_to_cursor and nb_move_to_position seems to crash when a bot is spawned in when using this amazing extension.
And I for the life of me can not figure out how to use or what this is even supposed to do, Am somewhat new to messing with plugins at times. Any help on what it is supposed to do and how to use would be amazing! PHP Code:
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This is how I was trying to use GetName(), if I change result.action.GetName(name, sizeof name); to action.GetName(name, sizeof name); it works, but I can't get the result name.
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And side question, would it be possible to change actions to other existing exactions? Like when SurvivorLegsMoveOn Suspends_For SurvivorLegsBattleStations, would it be possible to get it to suspend for L4D1SurvivorLegsBattlesStations? Or SurvivorLegsWait? Asking so I know what all is possible. |
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Just a cool note, if someone wants debug to see some action stuff, you can use "nb_debug BEHAVIOR" in console (in a listen server) to watch.
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Very cood Extension. If possible, could it support l4d1 please?
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Getting a crash when the player is pounced by a SI, if Using this with Advanced Bot AI (https://steamcommunity.com/sharedfil...?id=1968764163). Any help please?
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@BHaType Thanks for pointing me to Accelerator.
A log (Tested at the beginning of Dead Center Ch.2.): Got a presubmit token from server: 06b4ba61cd32830875e139b3001bacbd Uploaded crash dump: Crash ID: EXQT-QIAX-MQFE Before posting here, I have done some tests and it appears that the only way to stop the crash is to disable either the ai mod or this extension: 1. Tried to launch the game without -insecure: the crash is gone. 2. Launched the game with -insecure but with no smx plugins (even without the ones that come with Sourcemod and the ones that require this extension, like the Shove Direction Fix): still crashed. (Will this extension be loaded at all if no plugins that require it are enabled?) 3. Launched the game with -insecure and smx plugins, but without this extension: the crash is gone. 4. Launched the game with -insecure and smx plugins, with this extension but without the ai mod: the crash is gone. Edit: a result for EXQT-QIAX-MQFE from crash.limetech.org: https://i.imgur.com/5blfEuW.png |
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@BHaType Oh Shit... Completely Missed the new version. No more crashes after updating to the latest version. Sorry, my bad.
The old version I was using is last edited on March 2nd. |
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Wow! Very very nice!
Thanks for making this !!! Is it per-action specific value? : Quote:
PS. Surely, looking forward for l4d1 version. Nice job! |
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For example TankAttack stores tank's target at 0x34 offset which means there is a high chance that other attack actions(SpitterAttack, SmokerAttack etc...) will also store target at 0x34. |
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Best!
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Just so you know installation steps: 1. Download archive 2. Put extension and autoload file to sourcemod/extension folder (Make sure you placed right extension since they all depends by game and OS) 3. Put gamedata file to sourcemod/gamedata folder 4. Restart server 5. Done |
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It was issue with latest compilers |
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I would like to request adding information to the include file to make the whole library optional. This will allow plugins to make the extension an optional dependency.
Something like this:
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Also, I think the thread title should be renamed with the prefix "[L4D & L4D2]" or something similar since you added support for L4D1. Also, also, is there a consistent/reliable way to get the target of an action? In your example callback for "OnShovedPost" you have a "shover" param but I don't know where you got that. Then, in your block example, you use an offset to retrieve the target for the "OnFriendAction" callback, and I am wondering if that offset is always the same for every action or not. Also, also, also, what are the different function prototypes for the callback functions? In your examples, you use different prototypes so I don't know which one to use for "TankAttack". Maybe a "typedef" or "typeset" in the include will help.
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For my use case, I am experimenting with setting a Tank's target when his current behavior is "TankAttack" so my plugin can decide which survivors to focus. |
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Every special infected chooses his target by calling ChooseVictim in ...Attack::Update action handler and return of ChooseVictim is always stored by 0x34 offset. Actually getting current tank target via action is more reliable and proper way since game directly uses this var to make path and it also considers OnContact event handler which makes tank attack who touched him. About event handlers params. Their params are always same for every action but event handlers in plugins have some differences/additions. First param is always action, then arguments of the default handler, the last is always ActionResult/ActionDesiredResult. I will add typeset soon. For example default OnShoved handler looks like this PHP Code:
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(Also thank you for the latest update!) |
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