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[L4D2]boomer_gibs_restore


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Author
Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Plugin ID:
7089
Plugin Version:
1.0.2
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    1071 
    Plugin Description:
    Replicates the clientside cheat z_boomer_gibs
    Old 05-07-2020 , 14:55   [L4D2]boomer_gibs_restore
    Reply With Quote #1

    Hello, this plugin replicates the clientside cheat z_boomer_gibs this is something i'v personally wanted to create for along time and is not as simple as you think .

    Demo is exaggerated.


    You can change max fleshy parts (not head or arms) editing "MAX_FLESH_PARTS" define and recompile.


    Repo

    Dropped L4D1 support since only alternative method to push gibs causes a flash effect.
    Attached Files
    File Type: sp Get Plugin or Get Source (boomer_gibs_restore.sp - 1460 views - 7.0 KB)
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    Last edited by Lux; 05-07-2020 at 20:48. Reason: uploaded wrong version duh
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    Lux
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    Old 05-07-2020 , 20:54   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #2

    Updated bit more polish 1.0.2

    Added random amount of flesh chunks

    Gibs should be more consistent on a poor performing server.
    Reduced network overhead by using a more simple entity.
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    login101
    Senior Member
    Join Date: Sep 2017
    Old 05-07-2020 , 21:30   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #3

    Boomer body effect?

    good!

    Last edited by login101; 05-07-2020 at 21:33.
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    Lux
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    Old 05-08-2020 , 17:14   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #4

    Quote:
    Originally Posted by login101 View Post
    Boomer body effect?
    I do not understand is the effect missing?
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    bazrael
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    Join Date: Jan 2010
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    Old 10-09-2020 , 22:03   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #5

    I found this in changelog of Last Stand.
    Quote:
    - Turned on boomer gibs by default, except in low violence mode.
    Would you compare the difference while having some free time? I prefer to install your plugin if the official one just leaves a single boomer's head & lower half of boomer's corpse.
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    Dragokas
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    Old 10-10-2020 , 15:32   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #6

    Very interesting realization! Good job!!!
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    Lux
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    Old 10-12-2020 , 04:16   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #7

    Quote:
    Originally Posted by bazrael View Post
    I found this in changelog of Last Stand.

    Would you compare the difference while having some free time? I prefer to install your plugin if the official one just leaves a single boomer's head & lower half of boomer's corpse.
    Ill have look sometime yea.
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    bazrael
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    Old 10-16-2020 , 11:10   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #8

    The Boomer's gibs sometimes gathered in a small area instead of blowing away like your preview GIF. I've seen several times already but not every single time.
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    Lux
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    Old 10-17-2020 , 00:55   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #9

    Quote:
    Originally Posted by bazrael View Post
    The Boomer's gibs sometimes gathered in a small area instead of blowing away like your preview GIF. I've seen several times already but not every single time.
    This is one of those clientside things I cannot control, there is alot of factors that can block gibs from being pushed, living entities in the way like commons.

    I would suggest removing it and allowing z_boomer_gibsto do it's work clientside altho it has farless gibs.
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    Last edited by Lux; 10-17-2020 at 00:56.
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    Shadowysn
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    Old 04-24-2022 , 08:20   Re: [L4D2]boomer_gibs_restore
    Reply With Quote #10

    env_shooter lets you summon client-sided ragdolls using raggib entities with fully configurable velocity.
    Only problem may be it using 2 entities instead of 1 at once for each gib.

    Also found (at-least ragdoll-provided) prop_dynamic entities to spawn phys_bone_followers even with solid 0 keyvalue in my past scripting with L4D2, taking up entity limit.
    Though it was a problem that I found occurring using VScript, and have not tested Sourcemod's way of spawning entities.
    But VScript does have a way to set keyvalues before spawning an entity and that was used, so there's a chance it may also occur in Sourcemod.
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