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[L4D] Melee fatigue 1.0.3


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Author
Damizean
SourceMod Donor
Join Date: Mar 2009
Plugin ID:
848
Plugin Version:
1.0.3
Plugin Category:
All
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Allows the server admin to enable/disable the melee fatigue through a convar.
    Old 04-29-2009 , 08:41   [L4D] Melee fatigue 1.0.3
    Reply With Quote #1

    L4D Melee Fatigue 1.0.3

    My first contribution to the community : this plugin allows the server admin to enable/disable the melee fatigue on Versus and Survival matchs through a simple convar.

    Known Issues:
    • Hopefully none.
    Cvars:
    • sm_l4d_meleefatigue - Enables/Disables Melee Fatigue
      • 0 - Disables melee fatigue. (Default)
      • 1 - Enables melee fatigue.
    • sm_l4d_meleefatigue_vote - Enables/disables the ability for the players to call a vote to modify the melee fatigue status.
      • 0 - Disables vote. (Default)
      • 1 - Enables vote.
    Commands:
    • callvote EnableMeleeFatigue - Calls a vote to enable the melee fatigue.
    • callvote DisableMeleeFatigue - Calls a vote to disable the melee fatigue.
    Installation:
    • If you're updating, delete the previous L4D_MeleeFatigueXXX.smx
    • Place L4D_MeleeFatigue103.smx into addons/sourcemod/plugins
    • (Optional) Place L4D_MeleeFatigue.cfg cfg/sourcemod. If you don't, a cfg file will be automatically generated in it's place.
    Changelog:
    • 1.0.3 - Added code for vote management and a cvar for the admin to select if the players should be able to vote on the melee fatigue.
    • 1.0.2 - Changed melee detection to OnGameFrame (experimental). This fixes the problem with meleeing to the air.
    • 1.0.1 - Whoops, small mistake fixed.
    • 1.0.0 - Initial release
    ToDo:
    • Nothing planned for now.
    Attached Files
    File Type: cfg L4D_MeleeFatigue.cfg (211 Bytes, 2378 views)
    File Type: sp Get Plugin or Get Source (L4D_MeleeFatigue103.sp - 4496 views - 21.7 KB)
    File Type: sp Get Plugin or Get Source (L4D_MeleeFatigue102.sp - 1940 views - 6.9 KB)
    File Type: sp Get Plugin or Get Source (L4D_MeleeFatigue101.sp - 1760 views - 7.8 KB)

    Last edited by Damizean; 10-17-2009 at 16:31.
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    Visual77
    Veteran Member
    Join Date: Jan 2009
    Old 04-29-2009 , 08:55   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #2

    +1 karma for this, works like a charm.
    Thank you!

    Noticed a bugg, if you melee right in the air you will get a cooldown after the 5th shove.
    But if you melee at an object and then starts to melee in the air, it will work. Is this something you can change?

    Last edited by Visual77; 04-29-2009 at 09:02.
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    Damizean
    SourceMod Donor
    Join Date: Mar 2009
    Old 04-29-2009 , 09:01   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #3

    Quote:
    Melee fatigue will only be reset when landing a hit on another player or the world. This is due the fact melee events only fire whenever the player hits anything.
    Were you meleeing to the air?
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    Visual77
    Veteran Member
    Join Date: Jan 2009
    Old 04-29-2009 , 09:03   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #4

    Yeah I was. I get it now, it will only be disabled as long as you hit a player/infected or the world. Thanks.
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    Damizean
    SourceMod Donor
    Join Date: Mar 2009
    Old 04-29-2009 , 09:04   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #5

    It's not a bug: it's how it works. It's an unsolvable issue as of now, until I find another method to determine when the player has started meleeing. But for now, this is better than nothing, I guess.
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    Visual77
    Veteran Member
    Join Date: Jan 2009
    Old 04-29-2009 , 09:09   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #6

    Quote:
    Originally Posted by Damizean View Post
    It's not a bug: it's how it works. It's an unsolvable issue as of now, until I find another method to determine when the player has started meleeing. But for now, this is better than nothing, I guess.
    This will do untill you find another method
    Thanks.

    Last edited by Visual77; 04-29-2009 at 09:23.
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    nsane
    Junior Member
    Join Date: Jan 2009
    Old 04-29-2009 , 15:10   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #7

    You, sir, are amazing! You have no clue just how grateful I am. It may not work exactly as I'd like, but I can live with this, it's much better than the alternative (fatigue all the time). I'm so happy I could explode!

    EDIT: Will the vote you want to implement be controlled by a cvar?

    Last edited by nsane; 04-29-2009 at 15:20.
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    mac
    Junior Member
    Join Date: Apr 2009
    Old 04-29-2009 , 15:44   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #8

    1+ Nice release m8, this will make a lot of server owners happy now
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    msleeper
    Veteran Member
    Join Date: May 2008
    Location: Atlanta, Jawjuh
    Old 04-29-2009 , 15:56   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #9

    Good work, very nice find.

    Once again I very kindly request that any admin running these type of plugins, please remove your server from the Lobby system. Many players are unhappy when they find a public server that is modded to change how the game works. Keep gameplay mods to your private servers please.
    __________________
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    Damizean
    SourceMod Donor
    Join Date: Mar 2009
    Old 04-29-2009 , 18:52   Re: [L4D] Melee fatigue (DLC-Update compatible)
    Reply With Quote #10

    _____________________________________________ ____________
    ______________________THREAD BUMP_______________________

    04/30/09: Updated to 1.0.2.

    I've made a small update, basically changing the detection method for the melee. It should fix the problems with meleeing to the air (as it directly checks if the player is pressing the Attack2 button).

    However, this method is still experimental, as it needs to be checked on the OnGameFrame event. I'm pretty sure the small tests performed on it are pretty much painless for the servers, but if you have any problem with this last update, you can download the previous version, 1.0.1.

    So, well, enjoy, and make sure to tell me if any problem arrises.

    Edit: Oh, almost forgot.

    @ nsane.
    Yes, I'll make a small cvar to be sure admins want to let the players decide.
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