Raised This Month: $ Target: $400
 0% 

Solved [L4D2] Help fix the Game Crash when chainsaw on witch


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
alasfourom
Senior Member
Join Date: Feb 2022
Location: Saudi Arabia
Old 11-18-2022 , 06:10   Re: [L4D2] Help fix the Game Crash when chainsaw on witch
Reply With Quote #1

Yeah, seems like using Chainsaw + Explosion with this method below , will make game crash when killing a witch, at least for windows
Code:
void Explosion(int client, float vPos[3])
{
	int entity = CreateEntityByName("prop_physics");
	if (!IsValidEntity(entity)) return;
	
	DispatchKeyValue(entity, "model", "models/props_junk/propanecanister001a.mdl");
	DispatchSpawn(entity);
	SetEntProp(entity, Prop_Send, "m_CollisionGroup", 1);
	TeleportEntity(entity, vPos, NULL_VECTOR, NULL_VECTOR);
	AcceptEntityInput(entity, "break");
}

Use this instead: Tested > Working Fine

PHP Code:
#pragma semicolon 1
#pragma newdecls required

#include <sourcemod>
#include <sdktools>

#define PLUGIN_VERSION "1.0"
#define SOUND "ambient/explosions/explode_1.wav"

ConVar g_Cvar_Enable;
ConVar g_Cvar_Damage;
ConVar g_Cvar_Radius;

public 
void OnPluginStart()
{
    
CreateConVar ("l4d_witch_death_explosion_version"PLUGIN_VERSION"l4d witch death explosion"FCVAR_SPONLY FCVAR_NOTIFY FCVAR_DONTRECORD);
    
g_Cvar_Enable CreateConVar("l4d_witch_death_explodsion_enable""1""Enable l4d2 witch death explosion"FCVAR_NOTIFYtrue0.0true1.0);
    
g_Cvar_Damage CreateConVar("l4d_witch_death_explodsion_damage""20""Set explosion damage after killing witches"FCVAR_NOTIFY);
    
g_Cvar_Radius CreateConVar("l4d_witch_death_explodsion_radius""300""Set explosion radius after killing witches"FCVAR_NOTIFY);
    
AutoExecConfig(true"l4d_witch_death_explosion");

    
HookEvent("witch_killed"Event_WitchKilled);
}

public 
void OnMapStart()
{
    
PrecacheSound(SOUNDfalse);
}

void Event_WitchKilled(Event event, const char[] namebool dontBroadcast)
{
    
float vPos[3];
    
int witchid event.GetInt("witchid");
    
    if(!
IsValidEntity(witchid) || !g_Cvar_Enable.BoolValue) return;
    
GetEntPropVector(witchidProp_Send"m_vecOrigin"vPos);
    
    
ExplosionEffect(vPos);
    
PushForceEffect(vPos);


// From Earendil: https://forums.alliedmods.net/showthread.php?p=2747814
void ExplosionEffect(float vPos[3])
{
    
int entity CreateEntityByName("env_explosion");
    
    
TeleportEntity(entityvPosNULL_VECTORNULL_VECTOR);
    
DispatchKeyValueFloat(entity"iMagnitude"g_Cvar_Damage.FloatValue);
    
DispatchKeyValueFloat(entity"iRadiusOverride"g_Cvar_Radius.FloatValue);
    
DispatchKeyValue(entity"rendermode""5");
    
DispatchKeyValue(entity"spawnflags""128");
    
DispatchKeyValue(entity"fireballsprite""sprites/zerogxplode.spr");
    
DispatchSpawn(entity);
    
    
SetVariantString("OnUser1 !self:Explode::0.01:1)");
    
AcceptEntityInput(entity"Addoutput");
    
AcceptEntityInput(entity"FireUser1");
    
EmitSoundToAll(SOUND_SNDCHAN_AUTOSNDLEVEL_RAIDSIRENSND_NOFLAGSSNDVOL_NORMALSNDPITCH_LOW, -1NULL_VECTORNULL_VECTORtrue0.0);
}

void PushForceEffect(float vPos[3])
{
    
float vTarg[3];
    for (
int i 1<= MaxClientsi++)
    {
        if(
IsClientInGame(i) && IsPlayerAlive(i))
        {
            
GetClientAbsOrigin(ivTarg);
            if(
GetVectorDistance(vPosvTarg) <= g_Cvar_Radius.FloatValue)
                
StaggerClient(GetClientUserId(i), vPos);
        }
    }
}

// From Silvers: https://forums.alliedmods.net/showthread.php?t=322063
void StaggerClient(int client, const float fPos[3])
{
    static 
int iScriptLogic INVALID_ENT_REFERENCE;
    if(
iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic))
    {
        
iScriptLogic EntIndexToEntRef(CreateEntityByName("logic_script"));
        if(
iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) return;
        
DispatchSpawn(iScriptLogic);
    }
    static 
char sBuffer[96];
    
Format(sBuffersizeof(sBuffer), "GetPlayerFromUserID(%d).Stagger(Vector(%d,%d,%d))"clientRoundFloat(fPos[0]), RoundFloat(fPos[1]), RoundFloat(fPos[2]));
    
SetVariantString(sBuffer);
    
AcceptEntityInput(iScriptLogic"RunScriptCode");
    
RemoveEntity(iScriptLogic);

__________________

Last edited by alasfourom; 11-18-2022 at 10:41.
alasfourom is offline
ddd123
Senior Member
Join Date: May 2021
Old 11-18-2022 , 07:51   Re: [L4D2] Help fix the Game Crash when chainsaw on witch
Reply With Quote #2

Quote:
Originally Posted by alasfourom View Post
Yeah, seems like using Chainsaw + Explosion with this method below , will make game crash when killing a witch, at least for windows
Code:
void Explosion(int client, float vPos[3])
{
	int entity = CreateEntityByName("prop_physics");
	if (!IsValidEntity(entity)) return;
	
	DispatchKeyValue(entity, "model", "models/props_junk/propanecanister001a.mdl");
	DispatchSpawn(entity);
	SetEntProp(entity, Prop_Send, "m_CollisionGroup", 1);
	TeleportEntity(entity, vPos, NULL_VECTOR, NULL_VECTOR);
	AcceptEntityInput(entity, "break");
}

Use this instead: Tested > Working Fine

PHP Code:
#pragma semicolon 1
#pragma newdecls required

#include <sourcemod>
#include <sdktools>

#define PLUGIN_VERSION "1.0"
#define SOUND "ambient/explosions/explode_1.wav"

ConVar g_Cvar_Damage;
ConVar g_Cvar_Radius;

public 
void OnPluginStart()
{
    
CreateConVar ("l4d_witchexplodedeath_version"PLUGIN_VERSION"l4d witchexplode death"FCVAR_SPONLY FCVAR_NOTIFY FCVAR_DONTRECORD);
    
g_Cvar_Damage CreateConVar("l4d_witch_death_explodsion_damage""20""explode damage of rock"FCVAR_NOTIFY);
    
g_Cvar_Radius CreateConVar("l4d_witch_death_explodsion_radius""300""explosion radius of rock"FCVAR_NOTIFY);
    
AutoExecConfig(true"l4d_witchexplodedeath");

    
HookEvent("witch_killed"Event_WitchKilled);

}

public 
void OnMapStart()
{
    
PrecacheSound(SOUNDfalse);
}

void Event_WitchKilled(Event event, const char[] namebool dontBroadcast)
{
    
float vPos[3];
    
int witchid event.GetInt("witchid");
    if(!
IsValidEntity(witchid)) return;
    
GetEntPropVector(witchidProp_Send"m_vecOrigin"vPos);
    
    
ExplosionEffect(vPos);
    
PushForceEffect(vPos);


// From Earendil: https://forums.alliedmods.net/showthread.php?p=2747814
void ExplosionEffect(float vPos[3])
{
    
int entity CreateEntityByName("env_explosion");
    
    
TeleportEntity(entityvPosNULL_VECTORNULL_VECTOR);
    
DispatchKeyValueFloat(entity"iMagnitude"g_Cvar_Damage.FloatValue);
    
DispatchKeyValueFloat(entity"iRadiusOverride"g_Cvar_Radius.FloatValue);
    
DispatchKeyValue(entity"rendermode""5");
    
DispatchKeyValue(entity"spawnflags""128");
    
DispatchKeyValue(entity"fireballsprite""sprites/zerogxplode.spr");
    
    
DispatchSpawn(entity);
    
    
SetVariantString("OnUser1 !self:Explode::0.01:1)");
    
AcceptEntityInput(entity"Addoutput");
    
AcceptEntityInput(entity"FireUser1");
    
EmitSoundToAll(SOUND_SNDCHAN_AUTOSNDLEVEL_RAIDSIRENSND_NOFLAGSSNDVOL_NORMALSNDPITCH_LOW, -1NULL_VECTORNULL_VECTORtrue0.0);
}

void PushForceEffect(float vPos[3])
{
    
float vTarg[3];
    for (
int i 1<= MaxClientsi++)
    {
        if(
IsClientInGame(i) && IsPlayerAlive(i))
        {
            
GetClientAbsOrigin(ivTarg);
            if(
GetVectorDistance(vPosvTarg) <= g_Cvar_Radius.FloatValue)
                
StaggerClient(GetClientUserId(i), vPos);
        }
    }
}

// From Silvers: https://forums.alliedmods.net/showthread.php?t=322063
void StaggerClient(int client, const float fPos[3])
{
    static 
int iScriptLogic INVALID_ENT_REFERENCE;
    if(
iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic))
    {
        
iScriptLogic EntIndexToEntRef(CreateEntityByName("logic_script"));
        if(
iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) return;
        
DispatchSpawn(iScriptLogic);
    }
    static 
char sBuffer[96];
    
Format(sBuffersizeof(sBuffer), "GetPlayerFromUserID(%d).Stagger(Vector(%d,%d,%d))"clientRoundFloat(fPos[0]), RoundFloat(fPos[1]), RoundFloat(fPos[2]));
    
SetVariantString(sBuffer);
    
AcceptEntityInput(iScriptLogic"RunScriptCode");
    
RemoveEntity(iScriptLogic);

omg Thank you so much! This work fine and no longer crashes!
Bless with your plugin/coding skill, alasfourom!
ddd123 is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 04:33.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode