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-   -   [L4D2]Nuclear Missile [v3.0] (https://forums.alliedmods.net/showthread.php?t=336654)

King_OXO 03-05-2022 20:06

[L4D2]Nuclear Missile [v3.0]
 
2 Attachment(s)
Description:
An administrator survivor can summon a nuclear missile on crosshair with command
and the missile appears in these final maps when the survivors escape:
-c5m5_bridge
-c6m3_port
-c8m5_rooftop
-c11m5_runway

-special and witch die

Installation:
download the l4d2_nuke.zip file and extract everything in the left4dead2 folder
take the particles inside the Particles.zip file and put it in left4dead2/particles

1 SM File/Folder Downloader and Precacher
https://forums.alliedmods.net/showthread.php?p=602270

2 Install Fast DL.
[L4D2]DownloadsTable Black Screen Fix
https://forums.alliedmods.net/showthread.php?t=175952

[L4D(2)] Remove Lobby Reservation
https://forums.alliedmods.net/showthread.php?t=94415

what should you put in server.cfg:

sv_allow_lobby_connect_only "1" // Fix Black screen
sm_cvar sv_allowdownload "1"
sm_cvar sv_downloadurl "http://your website.com/left4dead2/"

Command:
!nuke or sm_nuke - Call the Missile
!nuke_reload or sm_nuke_reload - Reset Limits to Call

Notes:
if a mushroom cloud does not appear at the missile impact site, the particle is too large

Changes:


Cvars:


All Particles:

Silvers 03-05-2022 20:14

Re: [L4D2]Nuclear Missile [v1.2]
 
You should be storing the entities as entity references and validating them. Also the spoilers in your post are pointless just making it more difficult to read the thread details. Only skimmed the code, maybe more issues.

Ahh using StrContains when you could just use strcmp.. not optimized and using more CPU processing power than necessary.

The whole CreateTimer for DeleteParticles is not needed, you can use the input method such as :
PHP Code:

        Format(sTempsizeof(sTemp), "OnUser1 !self:Kill::%f:-1"seconds);
        
SetVariantString(sTemp);
        
AcceptEntityInput(entity"AddOutput");
        
AcceptEntityInput(entity"FireUser1"); 

The PrecacheParticle method could be changed, see any of my plugins for examples of precaching particles..

Seems you have a memory leak with the menu, you create a new one each time but never delete the old. Review other plugins for example, only skimmed and seems like and issue

That's all I can check for now.

King_OXO 03-05-2022 20:21

Re: [L4D2]Nuclear Missile [v1.2]
 
Quote:

Originally Posted by Silvers (Post 2773167)
You should be storing the entities as entity references and validating them. Also the spoilers in your post are pointless just making it more difficult to read the thread details. Only skimmed the code, maybe more issues.

Ahh using StrContains when you could just use strcmp.. not optimized and using more CPU processing power than necessary.

The whole CreateTimer for DeleteParticles is not needed, you can use the input method such as :
PHP Code:

        Format(sTempsizeof(sTemp), "OnUser1 !self:Kill::%f:-1"seconds);
        
SetVariantString(sTemp);
        
AcceptEntityInput(entity"AddOutput");
        
AcceptEntityInput(entity"FireUser1"); 

The PrecacheParticle method could be changed, see any of my plugins for examples of precaching particles..

Seems you have a memory leak with the menu, you create a new one each time but never delete the old. Review other plugins for example, only skimmed and seems like and issue

That's all I can check for now.

OK thanks, i'll test

VladimirTk 03-05-2022 20:27

Re: [L4D2]Nuclear Missile [v1.2]
 
You are wonderful :)

mikaelangelis 03-05-2022 23:52

Re: [L4D2]Nuclear Missile [v1.2]
 
I have an idea: throwing boomer bile marks the spot where F18 drop Nuke :D

Silvers 03-06-2022 00:02

Re: [L4D2]Nuclear Missile [v1.2]
 
Quote:

Originally Posted by mikaelangelis (Post 2773186)
I have an idea: throwing boomer bile marks the spot where F18 drop Nuke :D

Completely offtopic.. the Prototype Grenades plugin provides this already.

mikaelangelis 03-06-2022 00:23

Re: [L4D2]Nuclear Missile [v1.2]
 
Quote:

Originally Posted by Silvers (Post 2773187)
Completely offtopic.. the Prototype Grenades plugin provides this already.

really? i didnt know that. btw the author could have attached radio contact sound when calling nuke to make it tacticool. Great plugin

HarryPotter 03-06-2022 06:53

Re: [L4D2]Nuclear Missile [v1.2]
 
absolutely insane and funny plugin.

VladimirTk 03-06-2022 19:52

Re: [L4D2]Nuclear Missile [v2.0]
 
1 Attachment(s)
PHP Code:

it is only cleaning of warnings

UPDATE v2.0 
(warnings)

//SourceMod Batch Compiler
// by the SourceMod Dev Team


//// l4d_nuke_missile.sp
//
// Code size:            16792 bytes
// Data size:            29152 bytes
// Stack/heap size:      16384 bytes
// Total requirements:   62328 bytes
//
// Compilation Time: 0.45 sec
// ----------------------------------------

Press enter to exit ... 


sonic155 03-07-2022 05:10

Re: [L4D2]Nuclear Missile [v2.0]
 
how about adding a timer to have it to auto send so players have a set time to do the level before it all ends =O


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