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-   -   [ANY?] No FallDamage (V0.6.3, 03.10.2020) (https://forums.alliedmods.net/showthread.php?t=171754)

Impact123 11-10-2011 13:45

[ANY?] No FallDamage (V0.6.3, 03.10.2020)
 
3 Attachment(s)
Description
I know there are at least 2 plugins that do the same.
The first plugin is not maintained by its author since it's more a snippet from the forums than a script and it does not handle late-loads.
The other one uses an extension that is not supported anymore.


CVAR/Command list
  • sm_nofalldamage_enabled (Default: 1)
    • - Enable/disable FallDamage
  • sm_nofalldamage_teamfilter (Default: 0)
    • Team that should be protected from falldamage, 0 = any, 2 = RED, 3 = BLUE
  • sm_nofalldamage_clientfilter (Default: 0)
    • Clients that should be protected from falldamage, 0 = any, 1 = Only Admins
  • sm_nofalldamage_version
    • Plugin version (not changeable)
Installation
  • Put "nofalldamage_sdkhooks.smx" in your "../addons/sourcemod/plugins" directory.
  • Add the above convars that you want to modify in your server.cfg, and edit to your purposes.
  • Refresh your plugin list or load the plugin.
Requirements

CHANGELOG



Links
Servers with this plugin


Notes
This plugin should work in any game that has SdkHooks support.
Plugin will not compile on the forums due the dependence of SdkHooks
Teamfiltercheck comes before the clientfiltercheck
Clientfilter used the generic flag to determine admins and makes use of the command override sm_nofalldamage_immune, look here for information on how you can use this.

Mitchell 03-09-2012 17:04

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
i kinda don't understand how this works, i get the getting of the filter, and stuff, but why does it check if the filter is on the map?

Impact123 03-09-2012 20:56

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
Well, because some maps eliminate the falldamage by theirselfes, i had to check if they do so.
Unfortunately the check is not 100% sure.

Yours sincerely
Impact

Mr. Zero 03-10-2012 13:28

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
One thing I just quickly noted is that you checked IsClientConnected && IsClientInGame.

For a client to be in game they must be connected, so you can cut the IsClientConnected out if you are checking for IsClientInGame.

Have you checked that the hill in Dark Carnival map 1 (L4D2) doesn't trigger the fall damage event?
The hill uses a trigger_multiple with OnStartTouch !activator IgnoreFallDamageWithoutReset 10. Not sure if stops the player_falldamage event.

Impact123 03-10-2012 14:43

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
This was my first plugin, there are some things i would critique by another developer, but i do not plan to update it.
As written, i only tested this with CS:S.

Yours sincerely
Impact

bdmj 04-21-2012 15:48

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
Is there a way to make this plugin work for the admin only?

Impact123 04-22-2012 06:55

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
Of course, but i think that would be really unfair to other players.

Yours sincerely
Impact

bdmj 04-29-2012 11:42

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
Well yeah...but can you please tell me how?

Impact123 04-29-2012 22:29

Re: [CS:S|L4D|L4D2] No FallDamage (V0.1.1, 10.11.2011)
 
Normally you would create an variable for every player and save if he is admin in it.
In the Eventcalback then check if that variable is set to xyz, else do nothing.
Another thing you can do is, check if he is admin every time an player falls, you can use this for it.
I doubt this helps you, but this would be the way to go.

Yours sincerely
Impact

Impact123 05-09-2012 21:12

Re: [ANY?] No FallDamage (V0.2, 10.05.2012)
 
Well, the mp_falldamage event didn't cut it.
I've rewrote the whole plugin, it now uses SdkHooks and should work on any game that SdkHooks has support for.
It now also recognises lateloads.

Yours sincerely
Impact


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