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[L4D & L4D2] God Frames be Gone


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ellis
Senior Member
Join Date: Apr 2010
Old 05-28-2010 , 10:58   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #21

Code:
L 05/28/2010 - 16:31:45: SourceMod error session started
L 05/28/2010 - 16:31:45: Info (map "c6m2_bedlam") (file "errors_20100528.log")
L 05/28/2010 - 16:31:45: [SM] Native "IsClientInGame" reported: Client index 28 is invalid
L 05/28/2010 - 16:31:45: [SM] Displaying call stack trace for plugin "l4d2_godframesbegone.smx":
L 05/28/2010 - 16:31:45: [SM]   [0]  Line 156, l4d2_godframesbegone.sp::OnTakeDamage()
L 05/28/2010 - 16:31:46: [SM] Native "IsClientInGame" reported: Client index 28 is invalid
L 05/28/2010 - 16:31:46: [SM] Displaying call stack trace for plugin "l4d2_godframesbegone.smx":
L 05/28/2010 - 16:31:46: [SM]   [0]  Line 156, l4d2_godframesbegone.sp::OnTakeDamage()
L 05/28/2010 - 16:33:32: [SM] Native "IsClientInGame" reported: Client index 28 is invalid
L 05/28/2010 - 16:33:32: [SM] Displaying call stack trace for plugin "l4d2_godframesbegone.smx":
L 05/28/2010 - 16:33:32: [SM]   [0]  Line 156, l4d2_godframesbegone.sp::OnTakeDamage()
L 05/28/2010 - 16:33:38: Error log file session closed.
yeah i know sdhooks, is this plugin yet fully functional?
i hope sdhooks will fixed soon.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-28-2010 , 11:54   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #22

Thats not SDKHooks, thats me not knowing where valid indexes end. I've asked in the Scripting Forum.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-28-2010 , 14:01   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #23

in your OnTakeDamage check if the victim and attacker are valid first, if they arent valid - return. the errors are because your checking above MaxClients and IsClientInGame doesn't.

problem with that 'fix' is, your going to ignore all clients with index MaxClients < index < L4D2_MAX_HUMAN_PLAYERS on my server.

So maybe you need to check if #humans > MaxClients - then use L4D2_MAX_HUMAN_PLAYERS else use MaxClients
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-28-2010 , 15:41   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #24

Except its IMPOSSIBLE to tell if anyone above index MaxClients [18 ] is connected or Ingame.

Worse, the game seems to be using atleast anything above index 24 for entities, not players.
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Oshroth
Senior Member
Join Date: Dec 2009
Old 05-31-2010 , 12:01   Re: [L4D2] God Frames be Gone
Reply With Quote #25

Quote:
Originally Posted by Cuthbert View Post
There's a fair number of plugins that work to the Survivors' advantage -- incapped magnums is a very good one if you want to give them a better chance of regaining their feet when they're down.
There are a lot more plugins for infected, but a lot of them are like this one, where they fix how certain infected behaviours works. From someone who play Versus almost exclusively the infected really need the help. Backpack is another plugin that gives the survivors a big advantage, however there are currently some underlying issues that need to be dealt with.
(I wrote Incapped Magnum because I hate having only a single pistol when i'm incapped. That magnum has saved my life many many times)
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Cuthbert
Senior Member
Join Date: Nov 2009
Old 05-31-2010 , 17:41   Re: [L4D2] God Frames be Gone
Reply With Quote #26

I tried this plugin out, and as much as I like it, I have to count it out because of how it deals with Spitter damage. Valve seems to have scaled the spit damage so that the Spitter does fairly well with the god frames, and without them it's just unbalancing.

Could you please add the option to count/not count god frames as they pertain to spitter damage? I think for every other Special Infected it works great.

Quote:
Originally Posted by Oshroth View Post
There are a lot more plugins for infected, but a lot of them are like this one, where they fix how certain infected behaviours works. From someone who play Versus almost exclusively the infected really need the help. Backpack is another plugin that gives the survivors a big advantage, however there are currently some underlying issues that need to be dealt with.
(I wrote Incapped Magnum because I hate having only a single pistol when i'm incapped. That magnum has saved my life many many times)
It's actually kind of a must-have plugin for L4D2, considering that any player worth his salt takes a melee weapon over dual-pistols (which leaves him with just the one pistol on the ground). It's just a bad design choice, immhoo.

Last edited by Cuthbert; 05-31-2010 at 17:45.
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Gurluas
Senior Member
Join Date: Apr 2010
Old 05-31-2010 , 18:22   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #27

I like this
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-01-2010 , 09:36   Re: [L4D2] God Frames be Gone
Reply With Quote #28

Quote:
Originally Posted by Cuthbert View Post

Could you please add the option to count/not count god frames as they pertain to spitter damage? I think for every other Special Infected it works great.
Quote:
Originally Posted by GanjaStar View Post
any chance of future updates being SI specific?

now that i think about it, the spitter might become OP with this, getting out of goo, and landing a 0dmg 25 don't seem to warrant the same treatment.

the mob has spoken
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-01-2010 , 13:10   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #29

Spitter damage being blocked by no physical cause is one of the reasons ive created this Plugin.

But if you must, set it as you like, ive added a convar for the *OMG SPITTER OP* types


As for 'balance' .... Survivors are overpowered, theres no way around it. People claiming otherwise never played a competitive game.

Last edited by AtomicStryker; 06-01-2010 at 13:13.
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Cuthbert
Senior Member
Join Date: Nov 2009
Old 06-01-2010 , 13:38   Re: [L4D & L4D2] God Frames be Gone
Reply With Quote #30

Thanks for making this an option.

It's true that the difference between Survivor and Infected playability is pretty big, but I already have a lot of game tweaks in my plugins and server.cfg that give the Infected more of a fair shake (L4D1 style pounce damage [no cap], increased charger speed and bonus damage, etc). I'm trying to restore balance with many subtle adjustments rather than just a few big ones.

Last edited by Cuthbert; 06-01-2010 at 13:40.
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