[L4D2] Client-sided Survivor Ragdolls
13 Attachment(s)
First plugin released into the public.
This is like Mr. Zero's Restore Ragdoll plugin, except it functions on ALL deaths, including suicides. You can also choose to make the static death model invisible, remove it, or do nothing to the body. It also comes with manually spawning the ragdolls yourself, for funsies. The plugin supports L4D1, but only has the feature to manual-spawn ragdolls. There's a toggleable function to stop m_isFallingFromLedge deaths from removing the static model. However, it uses the same method Zero used to know if a player will die, so it will not be able to detect suicides/slays. But survivors that were falling are already going to die anyway, and it works for just falling to your death, so it shouldn't be much of a problem to keep this feature on. -= ConVars/Commands =- sm_custom_survivor_ragdoll 1 - min:0/max:1 ^ Toggle usage of non-ledge based ragdoll deaths. sm_c_survivor_ragdoll_staticbody 0 - min:0/max:2 ^ 0 - Make static body invisible. 1 - Remove static body. 2 - Do nothing. 3 - Make static body transparent. sm_c_survivor_ragdoll_ledge 1 - min:0/max:1 ^ Toggle preventing ledge deaths from making victims unrevivable. sm_c_survivor_ragdoll_nolimit 0 - min:0/max:1 ^ 0 - Use game's preferred ragdoll limits. 1 - Use CI ragdoll limits. (Beware - this could wreak havoc on older computers!) sm_c_survivor_ragdoll_dual_drop 1 - min:0/max:1 ^ Toggle whether players should drop their extra pistol upon death. sm_ragdoll = Spawn a client ragdoll on yourself. -= Further Info =- - The plugin automatically adds a function to the admin menu called 'Spawn ragdoll on' that lets you manually spawn a ragdoll on a chosen player from it's list. - <BUG> Manually spawning a ragdoll on anyone has the chance to make them invisible on one or more client's ends. Could possibly be caused by the method of setting the ragdoll's player netprop to the chosen player. -= Releases =- Code:
Version 1.1.5 |
Re: [L4D2] Consistent Client-sided Survivor Ragdolls
Hi, i am new to the forums and i know how to install plugins just that do i click install plugin or get source? Thanks!
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Re: [L4D2] Consistent Client-sided Survivor Ragdolls
Thanks but the plugin does not work? i put it in plugins and no one will ragdoll and the sm_ragdoll wont work
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Re: [L4D2] Consistent Client-sided Survivor Ragdolls
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If it isn't then do sm plugins load L4D2CSRagdoll in the console. |
Re: [L4D2] Consistent Client-sided Survivor Ragdolls
when i tried to load it it gave me this console error
[SM] Plugin L4D2CSRagdoll.smx failed to load: Native "RemoveEntity" was not found. |
Re: [L4D2] Consistent Client-sided Survivor Ragdolls
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Are you using an older version of Sourcemod? The current version as of now is 1.10. If you don't want to upgrade, you can download the source plugin file, go to the scripting folder in sourcemod, and drag-and-drop the .sp file onto compile.exe. This should create an .smx in the scripting/compiled folder, compiled in the version of sourcemod you're using. All you need to do next is to move the smx to the plugins folder. |
Re: [L4D2] Consistent Client-sided Survivor Ragdolls
That worked, Thanks! :)
Also i found out that you can defib people with the invisible static model 1 or something, but the defib model is the static model just invisible but it does not follow with the ragdoll it just stays at where the player originally died |
Re: [L4D2] Consistent Client-sided Survivor Ragdolls
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Unfortunately, I cannot remove the ragdoll. Once it's spawned for people, it's no longer tied to the server and cannot be interacted with the latter anymore. It's also the reason I cannot make the static body follow the ragdoll. |
Re: [L4D2] Consistent Client-sided Survivor Ragdolls
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UpdateLedgeHang is done in PostThink, so your prethink hook is 1tick behind on checks, it maybe slite better to use PostThinkPost hook, if you want the checking to be in the sameupdate as ledge release. CTerrorPlayer::PostThink() CTerrorPlayer::UpdateLedgeHang()
Spoiler
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Re: [L4D2] Consistent Client-sided Survivor Ragdolls
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I'm suspecting that the m_hPlayer netprop on the ragdoll is the most likely cause for this, as before that netprop was even used the Hunters didn't have the bug when I create a ragdoll on them. Thanks for the info, I guess I'll try PostThinkPost sometime. It sucks to not have a decompiler for IDA Free. |
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