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[L4D & L4D2] No Friendly-fire (v10.0, 6-1-2022)


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Author
Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Plugin ID:
5909
Plugin Version:
10.0
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    30 
    Plugin Description:
    Disables friendly fire.
    Old 11-12-2017 , 05:32   [L4D & L4D2] No Friendly-fire (v10.0, 6-1-2022)
    Reply With Quote #1



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    No Friendly-Fire

    Table of contents
    About

    Disables friendly fire.

    Credits

    cravenge - For the original source code; fixing all the errors and converting the original source code into the new syntax in this post.

    Lux/LuxLuma - For the previous source code; showed me a better and simpler way of handling friendly fire.

    Silvers (Silvershot) - For the code that allows users to enable/disable the plugin in certain game modes and for blocking damage after idle/spectator team change and player disconnects.

    Kr3m, WhatsAnName - For reporting an issue.

    SourceMod Team - For continually updating/improving SourceMod.

    Requirements

    1. SourceMod 1.9 or higher
    2. Recommended: Left 4 DHooks Direct

    Notes

    1. I do not provide support for listen/local servers but the plugin should still work properly on them.
    2. I will not help you with installing or troubleshooting problems on your part.
    3. If you get errors from SourceMod itself, that is your problem, not mine.
    4. MAKE SURE YOU MEET ALL THE REQUIREMENTS AND FOLLOW THE INSTALLATION GUIDE PROPERLY.

    Features

    1. Block friendly-fire for survivors.
    2. Block friendly-fire for special infected.
    3. Filter which damage types to allow/block.

    ConVars

    Spoiler


    Changelog

    Spoiler


    Installation

    1. Delete files from old versions of the plugin.
    3. Place "no_friendly-fire.smx" in the "addons/sourcemod/plugins" folder.
    4. Place "no_friendly-fire.sp" in the "addons/sourcemod/scripting" folder.

    Uninstalling/Upgrading to Newer Versions

    1. Delete "no_friendly-fire.sp" from the "addons/sourcemod/scripting" folder.
    2. Delete "no_friendly-fire.smx" from the "addons/sourcemod/plugins" folder.
    4. Follow the Installation guide above. (Only for upgrading to newer versions.)

    Disabling

    1. Move "no_friendly-fire.smx" to the "plugins/disabled" folder.
    2. Unload "No Friendly-Fire" by typing "sm plugins unload no_friendly-fire" in the server console.

    Third-party Revisions Notice

    If you would like to share your own revisions of this plugin, please rename the files so that there is no confusion for users.

    Download

    Source | Latest Version | All Official Releases
    Attached Files
    File Type: sp Get Plugin or Get Source (no_friendly-fire.sp - 2997 views - 14.7 KB)
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    Last edited by Psyk0tik; 06-01-2022 at 14:07. Reason: Updated to v10.0
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    Lux
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    Location: Cat
    Old 11-12-2017 , 05:53   Re: [L4D & L4D2] No Friendly Fire
    Reply With Quote #2

    I see an issue from reading the code.
    Mastermind did the same thing as you forget about people throwing a molotov and changing team or leaving the server will cause damage to people.

    You should consider saving an entity reference of the fire and check it to stop that from happening
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    Psyk0tik
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    Old 11-12-2017 , 15:02   Re: [L4D & L4D2] No Friendly Fire
    Reply With Quote #3

    Quote:
    Originally Posted by Lux View Post
    I see an issue from reading the code.
    Mastermind did the same thing as you forget about people throwing a molotov and changing team or leaving the server will cause damage to people.

    You should consider saving an entity reference of the fire and check it to stop that from happening
    How would I go about doing that? I read the wiki but I'm not exactly sure how to integrate it into the plugin.

    Also thanks for the information!
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    Old 11-24-2017 , 22:45   Re: [L4D & L4D2] No Friendly Fire
    Reply With Quote #4

    Quote:
    Originally Posted by cravenge View Post
    Here, Crasher. I added a check for explosive barrels and for players who disconnect or changes team but I'm not sure if it's accurate. Just post feedback/bugs as I can't test it right now.
    When it comes to damaging other survivors, everything works. When it comes to damaging infected, they seem to be invincible and I get the errors in the attached log file.

    The errors have to do with line 40:
    PHP Code:
            if ((IsSurvivor(victim) && IsSurvivor(attacker)) || (attacker != && (!IsClientInGame(attacker) || GetClientTeam(attacker) != GetClientTeam(victim)))) 


    EDIT: I was able to figure out how I was getting those errors as well as how to fix them.

    I changed line 40 to:
    PHP Code:
            if((IsSurvivor(victim) && IsSurvivor(attacker)) || (attacker != && (!IsClientInGame(attacker) || (IsInfected(attacker) || IsSpectator(attacker))))) 
    I also changed line 51 from:
    PHP Code:
            if (!pFFBarrel.BoolValue && StrContains(sInflictorClass"prop_fuel_barrel"false) != -&& (IsSurvivor(attacker) || (attacker != && (!IsClientInGame(attacker) || GetClientTeam(attacker) != GetClientTeam(victim))))) 
    to this:
    PHP Code:
            if(!pFFBarrel.BoolValue && StrContains(sInflictorClass"prop_fuel_barrel"false) > && (IsSurvivor(attacker) || (attacker != && (!IsClientInGame(attacker) || (IsInfected(attacker) || IsSpectator(attacker)))))) 
    However, this still generated errors when I turned on 1 of the cvars. I found out that turning on the explosive barrels cvar would not work or would give errors if the other 2 cvars were off. The same thing happened when setting l4d_friendlyfire_fire to 1 while l4d_friendlyfire was 0.

    To solve this issue, I simply hooked all 3 checks to just 1 cvar since it seems that all 3 need each other to function properly. This now gives the whole "disable firendly fire completely" feeling.

    TL;DR:
    Your version:
    1. SI are invincible.
    2. Errors in the logs.
    3. Explosive barrels do not recognize bots and the check does not work properly.

    Your version with my revisions:
    1. SI are killable.
    2. No errors in the logs.
    3. Explosive barrels now detect bots and the check works properly.


    You can see exactly what I did once I update the source code in the main post.
    Attached Files
    File Type: log errors_20171124.log (52.6 KB, 774 views)
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    Last edited by Psyk0tik; 11-25-2017 at 19:41.
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    Old 11-25-2017 , 06:54   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #5

    Version 2.0 is out!

    Changes

    1. Implemented cravenge's entity reference check and explosive barrel check.
    2. Removed cvar l4d_friendlyfire_fire.
    3. Hid cvar l4d_friendlyfire_version and renamed it to l4d_nff_version.
    4. Renamed cvar l4d_friendlyfire to l4d_nff.
    5. Fire from explosive barrels no longer damage players (but the explosion still does).
    6. Molotovs thrown by players that then switch teams or disconnect no longer do damage.

    Please redownload the plugin from the first post and delete your l4d_nofriendlyfire.cfg file!
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    Last edited by Psyk0tik; 11-25-2017 at 06:55.
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    Old 11-25-2017 , 17:01   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #6

    Quote:
    Originally Posted by cravenge View Post
    Okay, Crasher. Seen your changes and d(^_^)b. Here I played with some stuff for the explosive barrel explosion, optimized your code changes, and a check for the convar in case it changes so players won't notice something strange like enabling it and finding out the plugin doesn't work unless they vote for a campaign restart.

    Please test it.
    The plugin cannot compile because "HookSingleEntityOutput" and "UnhookSingleEntityOutput" are not defined.
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    Old 11-25-2017 , 22:41   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #7

    Whoops, my bad! Here you go, I forgot including SDKTools before posting.
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d_nofriendlyfire.sp - 2026 views - 4.0 KB)

    Last edited by cravenge; 11-25-2017 at 22:42.
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    Old 11-25-2017 , 22:43   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #8

    Quote:
    Originally Posted by cravenge View Post
    Whoops, my bad! Here you go, I forgot including SDKTools before posting.
    Okay it compiled. I'll test it out tonight. Thanks man!
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    Old 11-25-2017 , 23:15   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #9

    Quote:
    Originally Posted by cravenge View Post
    Whoops, my bad! Here you go, I forgot including SDKTools before posting.
    Here's what I've observed (keep in mind that I tested this on a local server with bots).

    1. When the difficulty is set to Normal and l4d_nff is set to 0.
    - Bots still take damage.
    - My character doesn't take damage.
    - Logs are filled with errors about invalid client indices.

    2. When the difficulty is set to Advanced or Expert and l4d_nff is set to 0.
    - Bots still take damage.
    - My character takes damage.
    - Logs are filled with errors about invalid client indices.

    3. When the difficulty is set to Normal and l4d_nff is set to 1.
    - Bots take damage.
    - My character doesn't take damage.
    - No log errors.

    4. When the difficulty is set to Advanced or Expert and l4d_nff is set to 1.
    - Bots take damage.
    - My character takes damage.
    - No log errors.
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    Last edited by Psyk0tik; 11-25-2017 at 23:47.
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    Lux
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    Old 11-26-2017 , 00:59   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #10

    I use these cvars on my server to disable friendly fire, it's a simple way for all survivors not to kill each other.

    Thought i would share

    PHP Code:
    #include <sourcemod>
    #include <sdktools>

    public Plugin:myinfo =
    {
        
    name "RemoveFF",
        
    author "Lux",
        
    description "",
        
    version "",
        
    url ""
    };

    public 
    OnPluginStart()
    {
        
    HookEvent("round_start"RoundStart);
        
    HookEvent("round_end"RoundStart);
    }

    public 
    Action:RoundStart(Handle:event, const String:name[], bool:dontBroadcast
    {
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_easy"), "0");
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_expert"), "0");
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_hard"), "0");
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_normal"), "0");
        
    SetConVarString(FindConVar("grenadelauncher_ff_scale"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_easy"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_normal"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_hard"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_expert"), "0");

    Note the cvars stop self damage from explosive ammo too
    Attached Files
    File Type: sp Get Plugin or Get Source (removeFF.sp - 1937 views - 988 Bytes)
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    Last edited by Lux; 11-26-2017 at 01:04.
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