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[TF2] PortalMod Gun + Cube v1.0 11/11/2015


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Erreur 500
Senior Member
Join Date: Aug 2012
Location: Paris, France
Old 04-07-2014 , 12:36   Re: [TF2] PortalMod (beta) v0.61
Reply With Quote #21

Quote:
Originally Posted by Oshizu View Post
What about three or more players ?
IDK, normaly it work correctly but I can't test it on my server


Quote:
Originally Posted by Mitchell View Post
The logic behind the arrays are horrible why not just use CreateArray (ADT Arrays) or even better yet just dont make an array with a ton of cells when only two of them will actually have values:
instead of:
Portal[entity] == 0
do:
Portal[Player][0] == entity

kinda like the: PortalEnt
since each player can only have two portals just make so:
Portal[MAXPLAYERS+1][2]


Portal[client][0] is Blue portal
Portal[client][1] is Red portal

this is just nonsense:
Code:
new Portal[4096];					// type(A or B)
new Float:PortalAngl[4096][3];		// Angle of future portal
new Float:PortalPos[2][2][3];		// Position of portal [team][type][axe]
new PortalEnt[2][2];				// Entity ID 
new Float:Portal_Health[2][2];		// Portal health
why exactly do you need to store all these things, i haven't even scratched the code, but why not just make two physics props, and hook the touch on them with sdkhooks, then teleport/velocity what not. should be rather simple. Seems like you like to take the long ways around this.

I'm agree with you, I can find a better use of these variables. For now I'm not really interested to optimize it, but I can give you few explanations.
I use OnEntityDestroyed(entity), to find when the bullet is destroyed. And thanks to this Entity ID I can find the other values to create a portal and make a link with the other.

Other thinks, I try SDKHOOK_OnTouch to detect when a player touch a portal, but it don't detect my portal model...
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kot4404
Senior Member
Join Date: Mar 2013
Old 04-07-2014 , 14:09   Re: [TF2] PortalMod (beta) v0.61
Reply With Quote #22

I have random crashes when players jump into portals sometimes.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 04-07-2014 , 14:28   Re: [TF2] PortalMod (beta) v0.61
Reply With Quote #23

Quote:
Originally Posted by kot4404 View Post
I have random crashes when players jump into portals sometimes.
Any errorlogs?
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B_CANSIN
Senior Member
Join Date: Aug 2011
Location: B_CANSIN's SERVERS
Old 04-07-2014 , 16:21   Re: [TF2] PortalMod (beta) v0.62
Reply With Quote #24

It still not tele me hmm mmh I can spawn portals I can use portal gun but when I stan on the portal it won't do anything
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kot4404
Senior Member
Join Date: Mar 2013
Old 04-08-2014 , 06:59   Re: [TF2] PortalMod (beta) v0.61
Reply With Quote #25

Quote:
Originally Posted by Oshizu View Post
Any errorlogs?
No, I didn't get any errorlogs.
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StayOx
SourceMod Donor
Join Date: Jun 2012
Location: Gliese 581g
Old 04-08-2014 , 20:31   Re: [TF2] PortalMod (beta) v0.62
Reply With Quote #26

the proposal of the plugin is very interesting and looks fun when run correctly but this plugin causes constant crashs in the game client
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MafiaBoss
AlliedModders Donor
Join Date: Aug 2013
Old 04-08-2014 , 23:42   Re: [TF2] PortalMod (beta) v0.62
Reply With Quote #27

The explosion marks don't seem to ever fade away.. I tested it out and the whole map was filled with explosion marks(yea I tested a lot)
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totoraven
Member
Join Date: May 2013
Old 04-12-2014 , 03:16   Re: [TF2] PortalMod (beta) v0.62
Reply With Quote #28

FastDL downloaded this into my TF2 but whenever I use the command !portalgun @me I get an error model that shoots pomson effects. What am I doing wrong?

EDIT: Nevermind.

Last edited by totoraven; 04-13-2014 at 08:31.
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tatercrisp
SourceMod Donor
Join Date: Mar 2008
Location: Chicken Coop
Old 04-12-2014 , 13:33   Re: [TF2] PortalMod (beta) v0.62
Reply With Quote #29

Any way to block from creating portals placed in the spawn? Enemies in spawn seems a bit out of control.
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Oshizu
Veteran Member
Join Date: Nov 2012
Location: Warsaw
Old 04-13-2014 , 04:25   Re: [TF2] PortalMod (beta) v0.62
Reply With Quote #30

Quote:
Originally Posted by tatercrisp View Post
Any way to block from creating portals placed in the spawn? Enemies in spawn seems a bit out of control.
SDKHook Touch (Player & Portalgun Projectile) plus func_respawnroom should do the job
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Last edited by Oshizu; 04-13-2014 at 04:26.
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