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[L4D2]Nuclear Missile [v3.0]


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Author
King_OXO
Senior Member
Join Date: Dec 2020
Location: Brazil
Plugin ID:
7990
Plugin Version:
3.0
Plugin Category:
All
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Can Call A Nuclear Missile
    Old 03-05-2022 , 20:06   [L4D2]Nuclear Missile [v3.0]
    Reply With Quote #1

    Description:
    An administrator survivor can summon a nuclear missile on crosshair with command
    and the missile appears in these final maps when the survivors escape:
    -c5m5_bridge
    -c6m3_port
    -c8m5_rooftop
    -c11m5_runway

    -special and witch die

    Installation:
    download the l4d2_nuke.zip file and extract everything in the left4dead2 folder
    take the particles inside the Particles.zip file and put it in left4dead2/particles

    1 SM File/Folder Downloader and Precacher
    https://forums.alliedmods.net/showthread.php?p=602270

    2 Install Fast DL.
    [L4D2]DownloadsTable Black Screen Fix
    https://forums.alliedmods.net/showthread.php?t=175952

    [L4D(2)] Remove Lobby Reservation
    https://forums.alliedmods.net/showthread.php?t=94415

    what should you put in server.cfg:

    sv_allow_lobby_connect_only "1" // Fix Black screen
    sm_cvar sv_allowdownload "1"
    sm_cvar sv_downloadurl "http://your website.com/left4dead2/"

    Command:
    !nuke or sm_nuke - Call the Missile
    !nuke_reload or sm_nuke_reload - Reset Limits to Call

    Notes:
    if a mushroom cloud does not appear at the missile impact site, the particle is too large

    Changes:


    Cvars:


    All Particles:
    Attached Files
    File Type: zip Particles.zip (27.7 KB, 439 views)
    File Type: zip l4d2_nuke.zip (442.1 KB, 504 views)

    Last edited by King_OXO; 07-27-2022 at 13:58. Reason: UPDATE
    King_OXO is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 03-05-2022 , 20:14   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #2

    You should be storing the entities as entity references and validating them. Also the spoilers in your post are pointless just making it more difficult to read the thread details. Only skimmed the code, maybe more issues.

    Ahh using StrContains when you could just use strcmp.. not optimized and using more CPU processing power than necessary.

    The whole CreateTimer for DeleteParticles is not needed, you can use the input method such as :
    PHP Code:
            Format(sTempsizeof(sTemp), "OnUser1 !self:Kill::%f:-1"seconds);
            
    SetVariantString(sTemp);
            
    AcceptEntityInput(entity"AddOutput");
            
    AcceptEntityInput(entity"FireUser1"); 
    The PrecacheParticle method could be changed, see any of my plugins for examples of precaching particles..

    Seems you have a memory leak with the menu, you create a new one each time but never delete the old. Review other plugins for example, only skimmed and seems like and issue

    That's all I can check for now.
    __________________

    Last edited by Silvers; 03-05-2022 at 20:25.
    Silvers is offline
    King_OXO
    Senior Member
    Join Date: Dec 2020
    Location: Brazil
    Old 03-05-2022 , 20:21   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #3

    Quote:
    Originally Posted by Silvers View Post
    You should be storing the entities as entity references and validating them. Also the spoilers in your post are pointless just making it more difficult to read the thread details. Only skimmed the code, maybe more issues.

    Ahh using StrContains when you could just use strcmp.. not optimized and using more CPU processing power than necessary.

    The whole CreateTimer for DeleteParticles is not needed, you can use the input method such as :
    PHP Code:
            Format(sTempsizeof(sTemp), "OnUser1 !self:Kill::%f:-1"seconds);
            
    SetVariantString(sTemp);
            
    AcceptEntityInput(entity"AddOutput");
            
    AcceptEntityInput(entity"FireUser1"); 
    The PrecacheParticle method could be changed, see any of my plugins for examples of precaching particles..

    Seems you have a memory leak with the menu, you create a new one each time but never delete the old. Review other plugins for example, only skimmed and seems like and issue

    That's all I can check for now.
    OK thanks, i'll test

    Last edited by King_OXO; 03-05-2022 at 20:36.
    King_OXO is offline
    VladimirTk
    Senior Member
    Join Date: Apr 2021
    Location: Perú - Latino América
    Old 03-05-2022 , 20:27   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #4

    You are wonderful
    VladimirTk is offline
    mikaelangelis
    Senior Member
    Join Date: Oct 2017
    Old 03-05-2022 , 23:52   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #5

    I have an idea: throwing boomer bile marks the spot where F18 drop Nuke
    mikaelangelis is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 03-06-2022 , 00:02   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #6

    Quote:
    Originally Posted by mikaelangelis View Post
    I have an idea: throwing boomer bile marks the spot where F18 drop Nuke
    Completely offtopic.. the Prototype Grenades plugin provides this already.
    __________________
    Silvers is offline
    mikaelangelis
    Senior Member
    Join Date: Oct 2017
    Old 03-06-2022 , 00:23   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #7

    Quote:
    Originally Posted by Silvers View Post
    Completely offtopic.. the Prototype Grenades plugin provides this already.
    really? i didnt know that. btw the author could have attached radio contact sound when calling nuke to make it tacticool. Great plugin
    mikaelangelis is offline
    HarryPotter
    Veteran Member
    Join Date: Sep 2017
    Location: Taiwan, Asia
    Old 03-06-2022 , 06:53   Re: [L4D2]Nuclear Missile [v1.2]
    Reply With Quote #8

    absolutely insane and funny plugin.
    __________________
    HarryPotter is offline
    VladimirTk
    Senior Member
    Join Date: Apr 2021
    Location: Perú - Latino América
    Old 03-06-2022 , 19:52   Re: [L4D2]Nuclear Missile [v2.0]
    Reply With Quote #9

    PHP Code:
    it is only cleaning of warnings

    UPDATE v2.0 
    (warnings)

    //SourceMod Batch Compiler
    // by the SourceMod Dev Team


    //// l4d_nuke_missile.sp
    //
    // Code size:            16792 bytes
    // Data size:            29152 bytes
    // Stack/heap size:      16384 bytes
    // Total requirements:   62328 bytes
    //
    // Compilation Time: 0.45 sec
    // ----------------------------------------

    Press enter to exit ... 
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d_nuke_missile.sp - 241 views - 13.9 KB)

    Last edited by VladimirTk; 03-07-2022 at 08:53. Reason: UPDATE v2.0 (warnings)
    VladimirTk is offline
    sonic155
    Senior Member
    Join Date: Mar 2019
    Old 03-07-2022 , 05:10   Re: [L4D2]Nuclear Missile [v2.0]
    Reply With Quote #10

    how about adding a timer to have it to auto send so players have a set time to do the level before it all ends =O
    sonic155 is offline
    Reply



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