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[L4D2] IMPROVED Charger Jump


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SELL
Junior Member
Join Date: Feb 2016
Old 05-01-2016 , 14:35   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #11

You can even add sound and notification of this plugin https://forums.alliedmods.net/showthread.php?t=132366 ))))
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Krufftys Killers
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Join Date: Jan 2014
Old 05-02-2016 , 07:55   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #12

L 05/02/2016 - 00:09:27: SourceMod error session started
L 05/02/2016 - 00:09:27: Info (map "l4d_doom0001_base") (file "errors_20160502.log")
L 05/02/2016 - 00:09:27: [SM] Native "PrintHintText" reported: Client 6 is not in game
L 05/02/2016 - 00:09:27: [SM] Displaying call stack trace for plugin "charger_jump-l4d2.smx":
L 05/02/2016 - 00:09:27: [SM] [0] Line 130, /home/forums/content/files/2/6/5/1/0/4/153595.attach::JumpDelayTimer()
L 05/02/2016 - 00:53:16: [SM] Native "PrintHintText" reported: Client 5 is not in game
L 05/02/2016 - 00:53:16: [SM] Displaying call stack trace for plugin "charger_jump-l4d2.smx":
L 05/02/2016 - 00:53:16: [SM] [0] Line 130, /home/forums/content/files/2/6/5/1/0/4/153595.attach::JumpDelayTimer()
L 05/02/2016 - 01:27:10: [SM] Native "PrintHintText" reported: Client 6 is not in game
L 05/02/2016 - 01:27:10: [SM] Displaying call stack trace for plugin "charger_jump-l4d2.smx":
L 05/02/2016 - 01:27:10: [SM] [0] Line 130, /home/forums/content/files/2/6/5/1/0/4/153595.attach::JumpDelayTimer()
L 05/02/2016 - 01:27:45: Error log file session closed.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-02-2016 , 09:24   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #13

When creating timers and passing entitys or clients as the param you should pass the entity reference or client user ID, and check those in the time to make sure the entity still exists. Example:

PHP Code:
// Entities
CreateTimer(1.0fn_TimerEntIndexToEntRef(entity));
public 
Action:TimerCreate(Handle:timerany:entity)
{
    if( (
entity EntRefToEntIndex(entity)) != INVALID_ENT_REFERENCE )
    {
        
// Pass
    
}
}

// Clients
CreateTimer(1.0fn_TimerGetClientUserId(client));
public 
Action:fn_Timer(Handle:timerany:client)
{
    
client GetClientOfUserId(client);
    if( 
client && IsClientInGame(client) )
    {
        
// Pass
    
}

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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-11-2016 , 23:24   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #14

First post updated.
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SELL
Junior Member
Join Date: Feb 2016
Old 05-14-2016 , 03:35   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #15

This again runs continuously or randomly throws???
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-14-2016 , 04:28   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #16

Quote:
Originally Posted by SELL View Post
This again runs continuously or randomly throws???
I don't get what you mean but if chargers are not able to throw or runs straight only, perhaps you don't have Charge Steering plugin or you didn't edit the values to suit to your liking.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-14-2016 , 05:01   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #17

Updated to 1.6: Check first post.
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SELL
Junior Member
Join Date: Feb 2016
Old 05-18-2016 , 01:55   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #18

Quote:
Originally Posted by cravenge View Post
I don't get what you mean but if chargers are not able to throw or runs straight only, perhaps you don't have Charge Steering plugin or you didn't edit the values to suit to your liking.
I just had I will bring whatever he tossed every time and would have been full of% probability that he will throw, but then so the card can be completed within 1-2 min))))
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 05-23-2016 , 14:28   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #19

I don't mean to be rude but this belong's to the orginal author's plugin thread in the comment's
or say it's a fork of the orginal. chicken!
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Last edited by Lux; 05-23-2016 at 16:37.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 08-16-2016 , 22:11   Re: [L4D2] IMPROVED Charger Jump
Reply With Quote #20

MAJOR UPDATE TO 2.0:

==> Added timer arrays so the timer doesn't fire again in inappropriate situations.
==> Removed the timer notification as it is annoying.
==> Now, chargers need to jump so the new feature will kick in to prevent unfairness.
==> Code optimization.

Last edited by cravenge; 08-18-2016 at 04:47.
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