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[L4D & L4D2] Incapped Meds munch


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nhsice
Member
Join Date: Aug 2010
Old 03-21-2011 , 20:18   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #121

Hi Atomicstryker, the only change I made after installing version 1.1.9 is l4d2_incappedmedsmunch_duration "0". Will this cause issue?? I also have that in version 1.1.8;however, players do not get black screen when revives.
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nhsice
Member
Join Date: Aug 2010
Old 04-04-2011 , 10:27   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #122

I still do not know what is the cause of this but the problem solve by installing self-help plugin.
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Maverik
Junior Member
Join Date: Jul 2011
Old 07-24-2011 , 16:51   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #123

It seems that it has been awhile since anyone has posted to this topic. I have had nothing but difficulties using this mod in-game. In short, it doesn't work and I'm baffled as to why it wouldn't work for me, but it works for others that play on the server. If I have pills or adrenaline and try to get myself up, it ALWAYS says 'you flinched, dropping meds' or something the like. I have tried using this mod in many different situations (with zombies/special infected around me, to me being the only one in sight). It doesn't seem to matter what the situation is. I seem to flinch even though i press and hold my 'use' button. Could there be something in the config files with how my client interacts with the server? Any ideas?
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Maverik
Junior Member
Join Date: Jul 2011
Old 07-25-2011 , 19:59   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #124

Bump...
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Chronic1
SourceMod Donor
Join Date: Jun 2011
Old 07-26-2011 , 00:33   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #125

Use the self help plugin instead of this one. Imo its much better.
http://forums.alliedmods.net/showthread.php?p=1207285
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Visual77
Veteran Member
Join Date: Jan 2009
Old 02-03-2012 , 18:07   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #126

question: why do you declare bool: DelayedAdvertise[MAXPLAYERS+1]; and set the client bool to false on line 209 and true on line 221 -
what's the point excatly?

Am I totaly wrong here? I compared 1.1.9 to version 1.1.2 were in the older version you actualy used DelayAdvertise to resend the AdvertisePills
timer to the client at certain points. but in 1.1.9 you never seem to be using the bool, you just set it to false and true. am I wrong?

Last edited by Visual77; 02-03-2012 at 18:21.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-04-2012 , 05:54   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #127

Yeah, thats a code corpse. It used to be part of something, then i missed it when deleting.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 02-04-2012 , 07:54   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #128

remove it? why should the server or even sourcemod waste resources on something that's not being used?
servers will be more stable with the bool gone?

Last edited by Visual77; 02-04-2012 at 08:01.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-04-2012 , 14:35   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #129

As you already pointed out, it doesn't do anything. I could have 10.000 bools that do nothing and your server would never feel it. Should i update the mod for whatever reason i'd fix it, until then just leave it.
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TastyCheese
Member
Join Date: Nov 2010
Old 11-21-2012 , 09:37   Re: [L4D & L4D2] Incapped Meds munch
Reply With Quote #130

Is this plugin broken? I keep getting this on startup

Code:
L 11/21/2012 - 16:33:40: [SM] Plugin encountered error 25: Call was aborted
L 11/21/2012 - 16:33:40: [SM] Native "SetFailState" reported: Cant find CTerrorPlayer_OnRevived Signature in gamedata file
L 11/21/2012 - 16:33:40: [SM] Displaying call stack trace for plugin "l4d2_incappedmedsmunch.smx":
L 11/21/2012 - 16:33:40: [SM]   [0]  Line 84, /home/groups/alliedmodders/forums/files/5/2/2/3/3/53839.attach::PrepSDKCall()
L 11/21/2012 - 16:33:40: [SM]   [1]  Line 40, /home/groups/alliedmodders/forums/files/5/2/2/3/3/53839.attach::OnPluginStart()
And obviously, it doesn't work. Everything is up to date.
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