[L4D & L4D2] God Frames Patch (1.7) [29-Apr-2022]
14 Attachment(s)
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Forward for developers:
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Cvars: Saved to l4d_god_frames.cfg in your servers \cfg\sourcemod\ folder. PHP Code:
Changes: Code:
1.7 (26-Oct-2023) Requirements: Installation: DO NOT click 'Get Plugin' or it will fail to compile because this plugin requires DHooks!
Updating from 1.5 or older:
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Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
I would request individual SI godframes control. I would like for hunter pounces to ignore the godframes while don't want double spitters to incap players on the fly.
Also congrats on hitting a 100 plugins!! |
Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Thanks!
I was hoping no one would ask that... The problem is the games vulnerable function gets called from the middle of OnTakeDamage. Using OnTakeDamagePre hook might not give reliable data for the players actual damage since a bunch of stuff is calculated inside OnTakeDamage. Either using a pre hook and patching the function when required, or dhooks to detect when the function is called instead of patching, and allow or disallowing the damage according to cvars in OnTakeDamagePost. That would be the better option but requires dhooks (which is hopefully becoming standard for all servers anyway). |
Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Dhooks has been such a great extension I feel like it should be part of the base package now.
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Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
I also made a similar "godframe gone and control" plugin before(l4d1 support only),
have individual SI and received godframes control, based on here: https://github.com/Attano/L4D2-Compe...mes_control.sp and here: https://forums.alliedmods.net/showthread.php?t=127934 but since I'm not such good programer and can not find the l4d1 "CTerrorPlayer::InvulnerabilityTimer" signature offset, I used a terrible method
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It checks affected Survivors health after 0.1s an attack hit them, and if it finds player health wasn't reduced, using SetEntityHealth to set player's hp according to the damage . |
Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
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Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
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that's why I am looking for better method to remove godframe for each player It seems that your plugin removes all players' godframe at pluginstart() |
Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
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You could however is Hook OnTakeDamage and control your own godframes. reference to this "CTerrorPlayer::InvulnerabilityTimer" Dunno if it's just me reading timers in l4d1 don't seem to read for me that much unlike l4d2 maybe I am just stupid :P |
Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
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I probably know how to do that, I will try to modify that |
Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
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