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[L4D(2)]Infected Self Detonate


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marvel
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Join Date: Dec 2009
Old 05-23-2010 , 20:34   Re: [L4D(2)]Infected Self Detonate
Reply With Quote #41

ne0,

I encoutered a bug. Sometimes when you self detonate its printed in chat like 3 or 4 times.

But at the end of the round it's printed like 10 times for all infected players and it keeps doing that until a new map starts.

This is on L4D1 btw.
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 05-27-2010 , 04:16   Re: [L4D(2)]Infected Self Detonate
Reply With Quote #42

Quote:
Originally Posted by marvel View Post
ne0,

I encoutered a bug. Sometimes when you self detonate its printed in chat like 3 or 4 times.

But at the end of the round it's printed like 10 times for all infected players and it keeps doing that until a new map starts.

This is on L4D1 btw.
yes, i've encountered the bug and am looking into fixing it. it could be as simple as code placement or maybe adding a check for it having already been entered into chat. as far as i know, it happens in l4d1 and 2, so i'll be working on it, thanks for the feedback marvel
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marvel
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Join Date: Dec 2009
Old 05-27-2010 , 08:47   Re: [L4D(2)]Infected Self Detonate
Reply With Quote #43

np, thanks for your effort too neo, it's a great plugin
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Eraa
Senior Member
Join Date: Mar 2010
Old 06-22-2010 , 15:53   Re: [L4D(2)]Infected Self Detonate
Reply With Quote #44

Hi, I have this error that appears in the log
Code:
L 06/22/2010 - 19:49:33: [SM] Plugin encountered error 15: Array index is out of bounds
L 06/22/2010 - 19:49:33: [SM] Displaying call stack trace for plugin "l4d_Infected_Self_Detonate.smx":
L 06/22/2010 - 19:49:33: [SM]   [0]  Line 64, /home/groups/sourcemod/upload_tmp/phpw9p4bS.sp::OnPlayerRunCmd()
This error just spawn the error log

PS: I have add the USE bouton on code :
Code:
    else if (GetConVarInt(g_hConVar_DetonateButton) == 4)
    {
        if (!(buttons & IN_USE)) return Plugin_Continue;
        // Self detonation
        SetEntityHealth(client, 1);
        IgniteEntity(client, 2.0);
        // Message enabled?
        if (GetConVarBool(g_hConVar_DisplayDetonationOn)) PrintToChatAll("\x03%N Self-detonated !", client);
    }
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Last edited by Eraa; 06-22-2010 at 15:58.
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Matthias Vance
Senior Member
Join Date: Jan 2009
Old 08-21-2010 , 07:34   Re: [L4D(2)]Infected Self Detonate
Reply With Quote #45

Unapproved because the bug still isn't fixed, and it's a serious one because players can spam by holding down the key. Add an array with booleans for that, and check against it.

Also, please read this.
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 02-26-2014 , 15:04   Re: [L4D(2)]Infected Self Detonate
Reply With Quote #46

I missed this plugin, so I made an updated version:

https://forums.alliedmods.net/showthread.php?t=234443
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