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[L4D2] Karma Ride | 1.2 : August 6, 2019 |


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Author
cravenge
Veteran Member
Join Date: Nov 2015
Location: Black Hole
Plugin ID:
5954
Plugin Version:
1.2
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    7 
    Plugin Description:
    What the title says, but chargers aren't the only ones to be underestimated this time.
    Old 12-24-2017 , 10:47   [L4D2] Karma Ride | 1.2 : August 6, 2019 |
    Reply With Quote #1

    Description:

    Inspired by AtomicStryker's Karma Charge, Jockeys can now also bring karma to the survivors by making them fall to their doom.

    ConVars:
    • karma_ride-l4d2_version (Default:1.2)
      |Version of this plugin.|
    • karma_ride-l4d2_no_ledge_hang [0 / 1] (Default: 1)
      |Do we make the plugin prevent ridden survivors from hanging onto ledges? (Ignored if Jockey jump is present.)|
    • karma_ride-l4d2_height_check (Default: 425.0)
      |Distance from the ground needed in order for the plugin to consider karma rides.|
    • karma_ride-l4d2_slowmo_duration (Default: 5.0)
      |Time for the slow motion effects to last whenever karma rides have been made.|
    • karma_ride-l4d2_slowmo_type [0 / 1] (Default: 1)
      |In what way should the slow motion effects affect? 0 = Whole server, 1 = Jockeys and their victims only|

    Commands:
    None.

    Bugs:
    1. False detections, just like the ones found in its predecessor.

    Installation:
    1. Get the .smx file by clicking the "Get Plugin" button and put in your SourceMod's plugin folder.

    Credits:

    * AtomicStryker - For the [L4D2] Karma Charge concept.
    * DieTeetasse - For their [L4D2] Jockey jump plugin for detection.
    Attached Files
    File Type: sp Get Plugin or Get Source (karma_ride-l4d2.sp - 229 views - 10.8 KB)

    Last edited by cravenge; 08-06-2019 at 08:10.
    cravenge is offline
    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 12-25-2017 , 02:50   Re: [L4D2] Karma Ride
    Reply With Quote #2

    Why not make karma jockey trigger when your victim dies from fall damage while you're on it... the slow motion may in some cases help you navigate the survivor to death and you can fail the fall kill if you're in Dead Air for example, spamming it for nothing.

    I'm incapable to check it but I think that if you use the ledge blocker to karma kill a survivor without performing a single jockey jump, the karma won't register.

    Last edited by eyal282; 12-25-2017 at 06:19.
    eyal282 is offline
    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 12-25-2017 , 06:52   Re: [L4D2] Karma Ride
    Reply With Quote #3

    Quote:
    Originally Posted by cravenge View Post
    But by doing that, the karma would be considered useless since the jockey's victim is already dead.
    The next update got it covered.
    Karma jockey is the annihilation of a survivor with the jump. What's the point in the "YODELEYYY" if the victim is yet to be known as dead when landing. Also the fact that steering the survivor while slow-mo is active is much easier.

    Last edited by eyal282; 12-25-2017 at 06:52.
    eyal282 is offline
    Crasher_3637
    AlliedModders Donor
    Join Date: May 2012
    Old 12-25-2017 , 08:15   Re: [L4D2] Karma Ride
    Reply With Quote #4

    I thought the slow-mo triggers once the plugin detects that the Jockey and its victim are falling off a surface that is X distance off the ground.
    __________________
    AFK like JFK

    Last edited by Crasher_3637; 12-25-2017 at 08:16.
    Crasher_3637 is offline
    cravenge
    Veteran Member
    Join Date: Nov 2015
    Location: Black Hole
    Old 12-25-2017 , 09:06   Re: [L4D2] Karma Ride
    Reply With Quote #5

    A major update has been released! Kindly check the changelog for further details!

    Last edited by cravenge; 08-06-2019 at 07:25.
    cravenge is offline
    cravenge
    Veteran Member
    Join Date: Nov 2015
    Location: Black Hole
    Old 08-06-2019 , 08:10   Re: [L4D2] Karma Ride | 1.2 : August 6,2019 |
    Reply With Quote #6

    A major update has been released! Kindly check the changelog for further details!
    cravenge is offline
    Lux
    Veteran Member
    Join Date: Jan 2015
    Location: Brexit
    Old 08-06-2019 , 08:31   Re: [L4D2] Karma Ride | 1.2 : August 6, 2019 |
    Reply With Quote #7

    RemoveEdict(entity); don't do it, it is a trap and also don't pass entity indexs use references.

    PHP Code:
    CreateTimer(fSlowMoDurationRevertTimeEntIndexToEntRef(iTimeEnt)) 

    I think this should be ok
    PHP Code:
    public Action RevertTime(Handle timerany entity)
    {
        if(
    EntRefToEntIndex(entity) == INVALID_ENT_REFERENCE)
            return 
    Plugin_Stop;
        
        
    AcceptEntityInput(entity"Stop");
        
    AcceptEntityInput(entity"Kill");
        
        return 
    Plugin_Stop;

    __________________

    Last edited by Lux; 08-06-2019 at 08:32.
    Lux is offline
    cravenge
    Veteran Member
    Join Date: Nov 2015
    Location: Black Hole
    Old 08-06-2019 , 08:43   Re: [L4D2] Karma Ride | 1.2 : August 6, 2019 |
    Reply With Quote #8

    Quote:
    Originally Posted by Lux View Post
    RemoveEdict(entity); don't do it, it is a trap and also don't pass entity indexs use references.

    PHP Code:
    CreateTimer(fSlowMoDurationRevertTimeEntIndexToEntRef(iTimeEnt)) 

    I think this should be ok
    PHP Code:
    public Action RevertTime(Handle timerany entity)
    {
        if(
    EntRefToEntIndex(entity) == INVALID_ENT_REFERENCE)
            return 
    Plugin_Stop;
        
        
    AcceptEntityInput(entity"Stop");
        
    AcceptEntityInput(entity"Kill");
        
        return 
    Plugin_Stop;

    Yeah, I just found this one after digging through my old plugins.
    I will consider this suggestion immediately.
    cravenge is offline
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