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[L4D & L4D2] Explosive Chains Credit (1.3) [26-Nov-2021]


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Author
Silvers
AlliedModders Donor
Join Date: Aug 2010
Location: SpaceX
Plugin ID:
7818
Plugin Version:
1.3
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    3 
    Plugin Description:
    Gives kill credit to who destroyed or ignited an explosive or fire which spread to other entities.
    Old 10-11-2021 , 00:15   [L4D & L4D2] Explosive Chains Credit (1.3) [26-Nov-2021]
    Reply With Quote #1




    About:
    • Thanks to "Psyk0tik" for the idea and help testing.
    • Allows chains of explosives and credits the person who ignited the starting fire or explosive.
    • May sometimes not give credit, the game is just that difficult to work with.


    Changes:
    Code:
    1.3 (26-Nov-2021)
        - Removed the "m_flLastPhysicsInfluenceTime" datamap being set. Explosive delay should not occur. Thanks to "Shao" for reporting.
    
    1.2 (07-Nov-2021)
        - Fixed physics entities becoming non-solid to last person damaging them. Thanks to "larrybrains" for reporting.
    
    1.1 (11-Oct-2021)
        - Fixed "Callback-provided entity 12 for attacker is invalid" errors. Thanks to "Psyk0tik" for reporting.
    
    1.0 (11-Oct-2021)
        - Initial release.

    Installation:
    1. Click "Get Plugin" and put the .smx file into your servers \addons\sourcemod\plugins\ folder.
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d_explosive_chains.sp - 17 views - 12.8 KB)
    __________________

    Last edited by Silvers; 11-26-2021 at 01:15.
    Silvers is offline
    larrybrains
    Senior Member
    Join Date: May 2017
    Old 10-23-2021 , 17:35   Re: [L4D & L4D2] Explosive Chains Credit (1.1) [11-Oct-2021]
    Reply With Quote #2

    Interesting plugin. I am wondering if it would fix an exploit with the witch, where survivors would use a gascan to light another gascan to set off the witch and as a result, cause her to have no victim?
    larrybrains is offline
    larrybrains
    Senior Member
    Join Date: May 2017
    Old 11-07-2021 , 01:15   Re: [L4D & L4D2] Explosive Chains Credit (1.1) [11-Oct-2021]
    Reply With Quote #3

    Not sure if this is a conflict with one of the many other plugins I have on my server, but when I run this plugin, it causes survivors to fall through hittable physics objects when they m2 the object.

    So if the survivor is standing on the hood of a car and they m2 it, they will fall through the hood of the car and be able to walk through it.
    larrybrains is offline
    Silvers
    AlliedModders Donor
    Join Date: Aug 2010
    Location: SpaceX
    Old 11-07-2021 , 07:42   Re: [L4D & L4D2] Explosive Chains Credit (1.1) [11-Oct-2021]
    Reply With Quote #4

    Edit: Nice catch. To do with setting "m_hOwnerEntity" on the prop_physics.

    Fixed:
    Code:
    1.2 (07-Nov-2021)
        - Fixed physics entities becoming non-solid to last person damaging them. Thanks to "larrybrains" for reporting.
    __________________

    Last edited by Silvers; 11-07-2021 at 13:59.
    Silvers is offline
    Shao
    Senior Member
    Join Date: Jan 2015
    Old 11-22-2021 , 08:43   Re: [L4D & L4D2] Explosive Chains Credit (1.2) [07-Nov-2021]
    Reply With Quote #5

    There seems to be a pretty big delay before objects can be destroyed, is this intentional?
    Shao is offline
    Silvers
    AlliedModders Donor
    Join Date: Aug 2010
    Location: SpaceX
    Old 11-22-2021 , 08:48   Re: [L4D & L4D2] Explosive Chains Credit (1.2) [07-Nov-2021]
    Reply With Quote #6

    Quote:
    Originally Posted by Shao View Post
    There seems to be a pretty big delay before objects can be destroyed, is this intentional?
    This does nothing to the entities except set the last attacker basically. I don't see any delay aside from what the game normally does.
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    Shao
    Senior Member
    Join Date: Jan 2015
    Old 11-22-2021 , 17:39   Re: [L4D & L4D2] Explosive Chains Credit (1.2) [07-Nov-2021]
    Reply With Quote #7

    Quote:
    Originally Posted by Silvers View Post
    This does nothing to the entities except set the last attacker basically. I don't see any delay aside from what the game normally does.
    So, I don't know if I have a conflict with another plugin but here's what happen. I should have been clearer with it too since I can tell my last post was really vague and couldn't realize.

    Whenever dropping the prop that was held not too long ago when the plugin is active, it takes quite a while for it to explode when shot, we're talking some random amount of shots too. Here's a video showcasing it; https://www.youtube.com/watch?v=tw9iShYJCsc

    Everything other than that seems to be normally working.

    Last edited by Shao; 11-22-2021 at 17:40.
    Shao is offline
    Marttt
    Veteran Member
    Join Date: Jan 2019
    Location: Brazil
    Old 11-22-2021 , 17:56   Re: [L4D & L4D2] Explosive Chains Credit (1.2) [07-Nov-2021]
    Reply With Quote #8

    Confirmed the behaviour reported by Shao. Actually just commenting the "m_flLastPhysicsInfluenceTime" lines "fixes" it.
    __________________

    Last edited by Marttt; 11-22-2021 at 18:03.
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    Silvers
    AlliedModders Donor
    Join Date: Aug 2010
    Location: SpaceX
    Old 11-23-2021 , 01:16   Re: [L4D & L4D2] Explosive Chains Credit (1.2) [07-Nov-2021]
    Reply With Quote #9

    Hmm then I'm not sure what I can do. Changing "m_flLastPhysicsInfluenceTime" is required to have it update the last attacker to continue the chain. When I removed this it wouldn't work.

    Can you give me a specific example to test, steps to replicate the issue.
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    Marttt
    Veteran Member
    Join Date: Jan 2019
    Location: Brazil
    Old 11-23-2021 , 10:29   Re: [L4D & L4D2] Explosive Chains Credit (1.2) [07-Nov-2021]
    Reply With Quote #10

    I used some "!buy" plugin to spawn propane, then I throw it and shoot.
    With the plugin enabled the propane takes several shots to explode in the first seconds (seems invulnerable),
    Without the plugin, it explodes in the first hit.
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