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[L4D & L4D2] Left 4 DHooks Direct (1.146) [21-Apr-2024]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-13-2021 , 06:10   Re: [L4D & L4D2] Left 4 DHooks Direct (1.47) [10-Jul-2021]
Reply With Quote #391

Quote:
Originally Posted by Forgetest View Post
Offset for CTerrorPlayer::SpawnTimer seems not right on Linux. Plugin using related natives doesn't have good value returned.
This should be fixed in 1.49. I tested on Windows and Linux, seems to report the correct number. Negative time when spawning (-5.0 for example) counting down and positive time since spawn.
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Last edited by Silvers; 07-13-2021 at 08:53.
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jeremyvillanueva
AlliedModders Donor
Join Date: Jan 2021
Location: dcord:Jeremy333#7632
Old 07-14-2021 , 11:59   Re: [L4D & L4D2] Left 4 DHooks Direct (1.35) [10-Apr-2021]
Reply With Quote #392

Quote:
Originally Posted by Proaxel View Post
The workshop link doesn't work, it leads to the Steam Community home page.

Also we're having this issue where more than 4 players can't seem to join, I was wondering if you had any info about it. I described it here in this other post: https://forums.alliedmods.net/showpo...6&postcount=42

Edit:
I just now realized 'sm_cvar "survivor_limit"' was not in my server.cfg, so it was on its default of 4. That might have been the cause of my problem but I'm not sure yet.


Edit2: I can't seem to change it, it says it changed successfully but when I check it again it's still at 4?

Code:
sm_cvar "survivor_limit" 20.0
[SM] Changed cvar "survivor_limit" to "20.0".
sm_cvar "survivor_limit"
[SM] Value of cvar "survivor_limit": "4.000000"

Hi, I have fixed my post with l4dtoolz and I also got
the new version for 2.2,
Thanks a lot for the pump and thanks Silvers for the NICE WORK!!
https://forums.alliedmods.net/showpo...&postcount=294
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xerox8521
Senior Member
Join Date: Sep 2011
Old 07-21-2021 , 17:15   Re: [L4D & L4D2] Left 4 DHooks Direct (1.49) [13-Jul-2021]
Reply With Quote #393

Would it be possible for L4D1 to register the native L4D2_SpawnWitchBride but instead it should internally call L4D2_SpawnWitch function ?
Reason I'm asking is to avoid having 2 different downloads for an upcoming plugin just because the native is not registered for L4D1.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-22-2021 , 02:43   Re: [L4D & L4D2] Left 4 DHooks Direct (1.49) [13-Jul-2021]
Reply With Quote #394

Quote:
Originally Posted by xerox8521 View Post
Would it be possible for L4D1 to register the native L4D2_SpawnWitchBride but instead it should internally call L4D2_SpawnWitch function ?
Reason I'm asking is to avoid having 2 different downloads for an upcoming plugin just because the native is not registered for L4D1.
You don't need 2 versions, detect which game and use a bool switch to call either function depending on which game it's running on.
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xerox8521
Senior Member
Join Date: Sep 2011
Old 07-22-2021 , 06:16   Re: [L4D & L4D2] Left 4 DHooks Direct (1.49) [13-Jul-2021]
Reply With Quote #395

Yes I tried this but sourcemod still complained that the native is not registered.
Example Code:
PHP Code:
void SpawnWitch(float Pos[3], float Angle[3])
{
    
EngineVersion version GetEngineVersion();
    if(
version == Engine_Left4Dead)
    {
        
L4D2_SpawnWitch(PosAngle);
    }
    else if(
version == Engine_Left4Dead2)
    {
        
L4D2_SpawnWitchBride(PosAngle);
    }

This would still result in "native not registered" error for L4D2_SpawnWitchBride if you try to run this on L4D1
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-22-2021 , 09:39   Re: [L4D & L4D2] Left 4 DHooks Direct (1.50) [22-Jul-2021]
Reply With Quote #396

Thanks this has been fixed.

Code:
1.50 (22-Jul-2021)
    - Fixed "Native was not found" errors in L4D1. Thanks to "xerox8521" for reporting.
    - Test plugin: Fixed "L4D_OnMaterializeFromGhostPre" and "L4D_OnMaterializeFromGhost" throwing "String formatted incorrectly" errors.
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ProjectSky
AlliedModders Donor
Join Date: Aug 2020
Old 07-30-2021 , 07:09   Re: [L4D & L4D2] Left 4 DHooks Direct (1.50) [22-Jul-2021]
Reply With Quote #397

suggest: add optional parameters to L4D2_ExecVScriptCode

PHP Code:
void L4D2_RunScript(char[] codeany ...)
{
    
char buffer[1006];
    
VFormat(buffersizeof(buffer), code2);
    
L4D2_ExecVScriptCode(buffer);

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ryxzxz
Junior Member
Join Date: Feb 2016
Old 08-06-2021 , 04:39   Re: [L4D & L4D2] Left 4 DHooks Direct (1.50) [22-Jul-2021]
Reply With Quote #398

compile error
Quote:
Compiling left4dhooks.sp...
SourcePawn Compiler 1.11.0.6735
Copyright (c) 1997-2006 ITB CompuPhase
Copyright (c) 2004-2018 AlliedModders LLC

left4dhooks.sp(6306) : error 100: function prototypes do not match
left4dhooks.sp(6312) : error 100: function prototypes do not match
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 08-06-2021 , 05:07   Re: [L4D & L4D2] Left 4 DHooks Direct (1.50) [22-Jul-2021]
Reply With Quote #399

Quote:
Originally Posted by ryxzxz View Post
compile error
The newer builds seem to have an issue with the compiler. See this bug report for more clarification: https://github.com/alliedmodders/sourcepawn/issues/613

Use the 1.11.0.6732 build until they fix this issue.
The issue was fixed in 1.11.0.6743.
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Last edited by Psyk0tik; 09-18-2021 at 18:46.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 08-07-2021 , 01:49   Re: [L4D & L4D2] Left 4 DHooks Direct (1.50) [22-Jul-2021]
Reply With Quote #400

Left 4 DHooks Direct having trouble recognizing fakebots survivor (sm_fake) animations or sm_anim is not working properly?
I also tried the animations of the Left 4 DHooks Direct plugin with a plugin that I am making, but for some reason it throws me different random values to the animations that should correspond same as sm_anim.
I have tried to identify the animations that the fakebots survivors do with certain actions and it seems that it does not always launch the correct animation value.
Example:

Last edited by Tonblader; 08-07-2021 at 02:07.
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