Can you kill the Hint box Countdown when I Switched Weapon?
It looked weird as the Hint box continued to count down even though I no longer held the pipebomb in my hand
hint box cant be killed it can be only stopped
strikeraot
10-27-2019 11:47
Re: [L4D2] Realistico Pipebomb
Well, it not work. The Hintbox still show and Countdown
kivia
01-11-2020 11:59
Re: [L4D2] Realistico Pipebomb
Can you make a version that doesn't kill yourself when you explode with a pipe bomb in your hand or tell me how to change the source that can do it.sorry my poor English.
BHaType
01-12-2020 00:56
Re: [L4D2] Realistico Pipebomb
Quote:
Originally Posted by kivia
(Post 2679775)
Can you make a version that doesn't kill yourself when you explode with a pipe bomb in your hand or tell me how to change the source that can do it.sorry my poor English.
Delete 200th line and compile again
kivia
01-12-2020 07:53
Re: [L4D2] Realistico Pipebomb
Quote:
Originally Posted by BHaType
(Post 2679856)
Delete 200th line and compile again
it works,thank you!!!!I like it very much,it's so funny!
strikeraot
01-14-2020 00:29
Re: [L4D2] Realistico Pipebomb
Quote:
Originally Posted by BHaType
(Post 2671133)
hint box cant be killed it can be only stopped
Well, if we do everything too fast, the countdown still show
BHaType
01-15-2020 05:04
Re: [L4D2] Realistico Pipebomb
Quote:
Originally Posted by strikeraot
(Post 2680159)
Well, if we do everything too fast, the countdown still show
// ====================================================================================================
// PLUGIN INFO / START / END / CVARS
// ====================================================================================================
public Plugin myinfo =
{
name = "[L4D2] Realistico",
author = "BHaType",
description = "Makes pipe bomb more real.",
version = "0.4",
url = "https://steamcommunity.com/profiles/76561198865209991/"
}
public void OnPluginStart()
{
Handle hGameConf = LoadGameConfigFile("Realistico.GameData");
StartPrepSDKCall(view_as<SDKCallType>(1));
if (!(PrepSDKCall_SetFromConf(hGameConf, view_as<SDKFuncConfSource>(1), "iDetonatePipeBomb")))
SetFailState("Could not load the \"iDetonatePipeBomb\" gamedata signature.");
sdkKillPipe = EndPrepSDKCall();
public Action OnPlayerRunCmd(int client, int &buttons, int &impulse, float vel[3], float angles[3], int &weapon)
{
if (vTimerPipe[client] == null)
{
int iCurrentWeapon = GetEntPropEnt(client, Prop_Send, "m_hActiveWeapon");
if (!IsValidEntity(iCurrentWeapon))
return Plugin_Continue;