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[L4D2] Explosive Cars v1.0.4


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 09-21-2010 , 15:36   Re: [L4D2] Explosive Cars
Reply With Quote #21

A developer HIGHLY WELCOMES input on his code, and ive given plenty suggestions on how to improve. People who bother enough to actually scan your source are rare, very much unlike people posting "doesn't work" and not even providing error logs.

I can't actually see what marvel posted because hes on my spam list, but i guess hes bitching.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 09-21-2010 , 16:46   Re: [L4D2] Explosive Cars
Reply With Quote #22

so im guessing i go with atomicstryker's version?
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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 09-21-2010 , 16:52   Re: [L4D2] Explosive Cars
Reply With Quote #23

Thanks for the help atomic, i really apreciate it. Im didn't have time the weekend to improve it, but i think i can fix it up. My coding knownledge isnt really as advance as yours, but i think i can still make something look good . Thanks for the suggestions and tips.

EDIT: I know the car will stop by itself, but there is one glitch that when you jump into a exploded car, it launches you far away.

EDIT2: May i ask you some questions? Whats exactly the difference between defining and creating a new static const? I think defining wont use more cpu (im not sure anyway). And, whats the difference of putting (on functions) const and stock?

Last edited by honorcode23; 09-21-2010 at 17:10.
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honorcode23
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Location: Chile
Old 09-21-2010 , 18:03   Re: [L4D2] Explosive Cars v1.0.1
Reply With Quote #24

Sorry for the double post, but therei s also a new update out. Thanks for the help atomic.
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ionxp
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Join Date: Oct 2009
Old 09-21-2010 , 18:42   Re: [L4D2] Explosive Cars v1.0.1
Reply With Quote #25

marvel besides the fact that your 9 servers are nonsteam you now also start flame wars?

Last edited by ionxp; 09-21-2010 at 18:50.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 09-21-2010 , 19:21   Re: [L4D2] Explosive Cars v1.0.1
Reply With Quote #26

A "#define X Y" is merely a replacement. The compiler replaces every X with Y. It's only used to stuff complicated expressions or macros out of sight, really.


A 'static const' is private (not shared across files) and unchangible, which aids a little in coding (it will error if you try to change it).


To use either is more of a style/preference thing in Sourcepawn than an actual difference. IMO #define should only be used for macros and values that cannot be added otherwise, while 'const ...' is the (developer) intended way to do declare nonchanging data.


You can read a bit on this here
http://wiki.alliedmods.net/Introduction_to_SourcePawn
http://wiki.alliedmods.net/Optimizin...d_Scripting%29
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blitzzz
Member
Join Date: Mar 2010
Old 09-22-2010 , 06:05   Re: [L4D2] Explosive Cars v1.0.1a
Reply With Quote #27

Tested 1.01A. I noticed the cars will not explode during the first survivor rd of the very 1st map. After the round switch to infected, plugin starts working (cars manage to explode if enough damage is taken). The plugin continues to work for map 2,3,4,5 (i tried parish).

Another thing i noticed: after the car exploded, any special infecteds that jumped on the exploded car will get launched far far away into the sky.
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panxiaohai
Senior Member
Join Date: Mar 2010
Old 09-22-2010 , 07:57   Re: [L4D2] Explosive Cars v1.0.1a
Reply With Quote #28

good.
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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 09-22-2010 , 07:58   Re: [L4D2] Explosive Cars v1.0.1a
Reply With Quote #29

Quote:
Originally Posted by blitzzz View Post
Tested 1.01A. I noticed the cars will not explode during the first survivor rd of the very 1st map. After the round switch to infected, plugin starts working (cars manage to explode if enough damage is taken). The plugin continues to work for map 2,3,4,5 (i tried parish).

Another thing i noticed: after the car exploded, any special infecteds that jumped on the exploded car will get launched far far away into the sky.
I'll add one 'protection' for the first map and i'll try to fix the jumping bug which i've already noticed. I don't have time right now, so i'll do that in something like 9 hours more.

Thanks for the report.
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blitzzz
Member
Join Date: Mar 2010
Old 09-22-2010 , 23:49   Re: [L4D2] Explosive Cars v1.0.1b
Reply With Quote #30

Tested 1.0.1b. The 'first map' bug seems to be gone now. However, special infecteds still launched far far away into the sky if they jumped on the exploded car. I forgot to add in the previous post that survivors get launched into the sky too if they jump on to the exploded car.
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