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[L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)


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Visual77
Veteran Member
Join Date: Jan 2009
Old 12-30-2011 , 05:52   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #121

shame. had it on for a couple of hours and then the bug came the ppl were talking about on a few pages back.
magnum becomes double pistol when incapped, etc, etc. throwing works - it just has some bugs. guess dj west dissapered.

great plugin, would have been great seen it getting updated.

Last edited by Visual77; 12-30-2011 at 05:57.
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MasterMind420
BANNED
Join Date: Nov 2010
Old 12-30-2011 , 11:54   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #122

Well just maybe I can convince Silvers to take a look at it at some point, he's got mad skills and i'm sure he could fix it...He's busy working on his own plugins but i'm sure a man of his skills could find the problem quickly. Or ehem perhaps someone else in the community ehem haha. This is one of the best left 4 dead 2 plugins to date, would be a shame to see it go to waste...
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Hunter Killer
Junior Member
Join Date: Jan 2012
Location: Front of my computer
Old 02-08-2012 , 05:59   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #123

Hey, I got the bug in this plugin. When I right click and used primary weapon, sometime it changed by the grenade that I have. It happens frequently to me. Any fix for this problem?
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Chronic1
SourceMod Donor
Join Date: Jun 2011
Old 02-08-2012 , 16:52   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #124

Errors on my server.
Code:
L 02/08/2012 - 13:38:18: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 02/08/2012 - 13:38:18: [SM] Displaying call stack trace for plugin "l4d_incapped_grenade.smx":
L 02/08/2012 - 13:38:18: [SM]   [0]  Line 276, /home/groups/alliedmodders/forums/files/6/2/6/3/63862.attach::DelayCheckPlayer()
The one above gets spammed a lot.

Code:
L 02/08/2012 - 11:37:01: SourceMod error session started
L 02/08/2012 - 11:37:01: Info (map "c13m2_southpinestream") (file "errors_20120208.log")
L 02/08/2012 - 11:37:01: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - -2111987713)
L 02/08/2012 - 11:37:01: [SM] Displaying call stack trace for plugin "l4d_incapped_grenade.smx":
L 02/08/2012 - 11:37:01: [SM]   [0]  Line 326, /home/groups/alliedmodders/forums/files/6/2/6/3/63862.attach::SetPlayerWeaponModel()
L 02/08/2012 - 11:37:01: [SM]   [1]  Line 353, /home/groups/alliedmodders/forums/files/6/2/6/3/63862.attach::EventReviveSuccess()
L 02/08/2012 - 11:37:20: Error log file session closed.
__________________

Last edited by Chronic1; 02-08-2012 at 16:52.
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The 5th Survivor
Senior Member
Join Date: Mar 2012
Old 04-26-2012 , 18:10   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #125

Just wanted to say that the plugin works great. I used it for my L4D1 server. Thanks But one thing I can't get to work is this cvar:

l4d_incapped_message_type

I set it to 1, 2, or 3 and I don't get any message about being able to use a grenade while incapped. Did I miss something somewhere?

Last edited by The 5th Survivor; 04-26-2012 at 18:11.
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skull_
Junior Member
Join Date: Mar 2012
Old 04-29-2012 , 16:23   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #126

hei, is it possible to make this plugin to be able to throw stuff while you are being attacked by a special infected, not only when incapped?
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oirv
Junior Member
Join Date: Jul 2012
Old 07-03-2012 , 00:31   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #127

I made a small edition, changed the default button "MOUSE2" to "USE" (I find it less problematic).
Fixed the bug that allowed you to throw a grenade when the round restart
Attached Files
File Type: sp Get Plugin or Get Source (l4d_incapped_grenade.sp - 736 views - 39.9 KB)

Last edited by oirv; 07-04-2012 at 12:49.
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chatyak
Senior Member
Join Date: Aug 2011
Old 09-02-2012 , 16:00   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #128

What does this error mean?

L 09/01/2012 - 22:442: SourceMod error session started
L 09/01/2012 - 22:442: Info (map "hf03_themansion") (file "errors_20120901.log")
L 09/01/2012 - 22:442: [SM] Native "SetEntPropFloat" reported: Property "m_flNextPrimaryAttack" not found (entity 311/infected)
L 09/01/2012 - 22:442: [SM] Displaying call stack trace for plugin "l4d_incapped_grenade.smx":
L 09/01/2012 - 22:442: [SM] [0] Line 303, /home/groups/alliedmodders/forums/files/6/2/6/3/63862.attach::EventReviveBegin()
L 09/01/2012 - 22:445: [SM] Native "SetEntPropFloat" reported: Property "m_flNextPrimaryAttack" not found (entity 311/infected)
L 09/01/2012 - 22:445: [SM] Displaying call stack trace for plugin "l4d_incapped_grenade.smx":
L 09/01/2012 - 22:445: [SM] [0] Line 303, /home/groups/alliedmodders/forums/files/6/2/6/3/63862.attach::EventReviveBegin()
L 09/01/2012 - 22:45:27: Error log file session closed.
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chatyak
Senior Member
Join Date: Aug 2011
Old 09-07-2012 , 04:00   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #129

More errors:

L 09/05/2012 - 01:078: SourceMod error session started
L 09/05/2012 - 01:078: Info (map "c1m4_atrium") (file "errors_20120905.log")
L 09/05/2012 - 01:078: [SM] Native "SetEntPropFloat" reported: Property "m_flNextPrimaryAttack" not found (entity 367/instanced_scripted_scene)
L 09/05/2012 - 01:078: [SM] Displaying call stack trace for plugin "l4d_incapped_grenade.smx":
L 09/05/2012 - 01:078: [SM] [0] Line 303, /home/groups/alliedmodders/forums/files/6/2/6/3/63862.attach::EventReviveBegin()
L 09/05/2012 - 01:19:56: Error log file session closed.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 09-07-2012 , 04:19   Re: [L4D/L4D2] Incapped Grenade (Pipe/Molotov/Vomitjar)
Reply With Quote #130

Unapprove it I say. Check page 10-13. It's just full of unfixed errors and the plugin author has dropped support.
No reason for this to be in new plugins anymore because it aint new.

Last edited by Visual77; 09-07-2012 at 04:29.
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