[L4D2] Incapacitated Automatic Health Regen And Self Revive v2.12【2024-03-24】
3 Attachment(s)
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Cvars PHP Code:
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Related Plugins Change Log
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Re: [L4D2] Incapacitated Automatic Health Regen and Self Revive Enhanced v4.3.0
If I pause the game, the health regeneration continues. When unpause, they recover all the life that corresponds to them for the elapsed time of pause. If you fix it, it's will be a perfect mod
Bots do not pause regeneration when attacked. This is fine by me, as bots are clumsier than the player, but I would like it to be configurable with a separate command like incap_bot_reviveXXXX |
Re: [L4D2] Incapacitated Automatic Health Regen and Self Revive Enhanced【unapproved】
Oh, what a pity that this mod was unapproved and deprecated. It was very useful for me because allows you to choose how much temporary health you start with when a Survivor get incapped on a ledge, including the corresponding animation. Then, survivor begins to fall down (80 HP), and gradually stands up on his own, with his own animations. It's very realistic like that and I've been playing that way for a year now.
On the other hand, since I am not interested on normal incapped autorecovery, I have edited the code so it allows for negative values of incap_self_revive_ledge_point, which I use to customize the rate at which a survivor loses life while incapacitated. Is mandatory to use incap_self_revive_down_default "299" instead of "300" or there will be a bug. I don't know how to disable the mod during normal incapacitation due to lack of cvars and so far I haven't really looked at the code much I was already satisfied with it. I can post the source code if anyone is interested and the author or administrators allow it. In the meantime, I'll keep it as a little treasure. |
Re: [L4D2] Incapacitated Automatic Health Regen and Self Revive v1.5.0 【2022-12-06】
Code:
1.5.0 (2022-12-06: |
Re: [L4D2] Incapacitated Automatic Health Regen and Self Revive v1.5.1 【2022-12-06】
- You should be putting the clients userid into timers and validating in the timer callback otherwise you're likely going to affect someone else.
- Alternatively since you're storing the timer handle in a client array you could delete that if they disconnect. - Your OnGameFrame stuff is crazy, I don't think you need to be using this forward for these things, and other plugins of yours are also using it a lot. - You have multiple client loops in OnGameFrame which could be consolidated into 1. You really should be optimizing stuff that goes inside OnGameFrame, Think hooks and SetTransmit, since these are called so often it can easily have an impact on the server if the code is doing a lot of stuff. - You don't need "public" before callbacks that you have named yourself, only for SM forwards and 3rd party plugin forwards. |
Re: [L4D2] Incapacitated Automatic Health Regen and Self Revive v1.10【2022-12-24】
Сan you add an animation to play when standing up?
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Re: [L4D2] Incapacitated Automatic Health Regen and Self Revive v1.10【2022-12-24】
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Re: [L4D2] Incapacitated Automatic Health Regen And Self Revive v1.22【Final】
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Re: [L4D2] Incapacitated Automatic Health Regen And Self Revive v2.0【2024-02-22】
Code:
2.0 (2024-02-22: |
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