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[TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)


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Nanochip
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Join Date: Jan 2014
Old 07-25-2015 , 15:28   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #161

Quote:
Originally Posted by Wolvan View Post
Have you confirmed the glitches to be only my plugin or is that also happening in vanilla MvM?
I can confirm those glitches as it happens on my server as well, however, that's a vanilla mvm glitch.
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Last edited by Nanochip; 07-25-2015 at 15:34.
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Wolvan
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Join Date: Jul 2014
Location: Tyrol, Austria
Old 07-26-2015 , 07:29   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #162

Quote:
Originally Posted by Nanochip View Post
I can confirm those glitches as it happens on my server as well, however, that's a vanilla mvm glitch.
Yeah, I can't really do much about glitches that come from vanilla MvM
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 08-16-2015 , 16:25   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #163

Who says it's really impossible though? For you to decline a revive something has to be sent from the player -> server -> other players to reflect that ;o






i have no idea
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Benoist3012
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Old 08-17-2015 , 04:58   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #164

And what's about cancel the healing of a medic?

Also I used revive maker in MvT, by myself everything worked fine.
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Chdata
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Location: Computer Chair, Illinois
Old 08-18-2015 , 14:35   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #165

I fixed the revive marker glitch.


PHP Code:
public Action:Event_OnPlayerSpawn(Handle:event, const String:name[], bool:dontbroadcast) {
    new 
client GetClientOfUserId(GetEventInt(event"userid"));

    if (
IsValidMarker(respawnMarkers[client]))
    {
        if (
GetEntProp(respawnMarkers[client], Prop_Send,"m_iHealth") < GetEntProp(respawnMarkers[client],Prop_Send,"m_iMaxHealth"))
        {
            
ForcePlayerSuicide(client);
            
PrintToChat(client"[SM] Don't exploit the revive markers by declining.\n Use /reviveon or /reviveoff instead.");
            
reviveCount[client]++;
            
AcceptEntityInput(respawnMarkers[client], "Kill");
            
respawnMarkers[client] = INVALID_ENT_REFERENCE;
            return;
        }
    }

    
despawnReviveMarker(client);

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Nanochip
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Old 08-19-2015 , 13:58   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #166

Quote:
Originally Posted by Chdata View Post
I fixed the revive marker glitch.
Spoiler
thanks
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Last edited by Nanochip; 08-19-2015 at 13:58.
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Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Old 08-21-2015 , 18:30   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #167

Quote:
Originally Posted by Chdata View Post
I fixed the revive marker glitch.


PHP Code:
public Action:Event_OnPlayerSpawn(Handle:event, const String:name[], bool:dontbroadcast) {
    new 
client GetClientOfUserId(GetEventInt(event"userid"));

    if (
IsValidMarker(respawnMarkers[client]))
    {
        if (
GetEntProp(respawnMarkers[client], Prop_Send,"m_iHealth") < GetEntProp(respawnMarkers[client],Prop_Send,"m_iMaxHealth"))
        {
            
ForcePlayerSuicide(client);
            
PrintToChat(client"[SM] Don't exploit the revive markers by declining.\n Use /reviveon or /reviveoff instead.");
            
reviveCount[client]++;
            
AcceptEntityInput(respawnMarkers[client], "Kill");
            
respawnMarkers[client] = INVALID_ENT_REFERENCE;
            return;
        }
    }

    
despawnReviveMarker(client);

I'll add this to revivemarkers once I am back home at my developement PC, if that is alright with you. Thanks a lot for the help
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The Ledgend
New Member
Join Date: Jan 2016
Old 01-30-2016 , 00:35   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #168

which file do i put the revive marker override in I.e. admin_overrides or admin_groups and is it a group or command. Thank in advanced for any help
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Wolvan
Senior Member
Join Date: Jul 2014
Location: Tyrol, Austria
Old 01-31-2016 , 11:59   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #169

Quote:
Originally Posted by The Ledgend View Post
which file do i put the revive marker override in I.e. admin_overrides or admin_groups and is it a group or command. Thank in advanced for any help
https://wiki.alliedmods.net/Overridi..._Configuration
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Totoro
Junior Member
Join Date: Jul 2014
Old 03-05-2016 , 09:43   Re: [TF2][PSM][Updater] Revive Markers (v1.7.2, 2015-03-12)
Reply With Quote #170

Quote:
Originally Posted by Chdata View Post
Request: Way to change how long you have to "cap" the revive marker before it revives. Right now it can revive in like, 1-2 seconds.

I wanna change it to 20.

If I found out how, I'll explain the method.

edit: the default m_iMaxHealth is 0. If you set it to an actual value, that is the value a marker must be healed to for revive.

I set it to 1000 instead of 100, much better.


Glitches:

While being revived, you can't chat - it messes up chat in a strange way.

If two medics are reviving you, your spec camera rapidly goes between both of them.

Currently using them on VSHata - 72.5.195.104:27016

Hello
I want to change m_iMaxHealth. How do I do that?
Thanks!

Edit: https://forums.alliedmods.net/showthread.php?t=280022

Last edited by Totoro; 03-07-2016 at 11:00.
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