Raised This Month: $51 Target: $400
 12% 

L4D2 Melee Weapons Mod 2.2.1


Post New Thread Reply   
 
Thread Tools Display Modes
IxAvnoMonvAxI
Junior Member
Join Date: Jan 2011
Old 02-19-2011 , 18:37   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #81

1.9.1 Source 1 warning

public Action:SaveHIM(Client)
{
// Check if its a valid player
if (Client == 0 || !IsClientInGame(Client) || IsFakeClient(Client)) return;
if (g_bSurvivorisEnsnared[Client])
{
SetConVarInt(FindConVar("director_no_death_ch eck"), 1);
***** g_bSurvivorisEnsnared[Client] = false;****** Warning
if (g_bSurvivorisRidden[Client] == true)
SetEntData(Client, FindSendPropInfo("CTerrorPlayer", "m_isIncapacitated"), 1, 1, true);
else
SetEntData(Client, FindSendPropInfo("CTerrorPlayer", "m_lifeState"), 2, 1, true);
CreateTimer(1.0,Timer_RestoreState, Client);
CallOnPummelEnded(Client);
}
}

Error has been corrected. Warning, there's a good one but is does? Please get 1.9 source
IxAvnoMonvAxI is offline
alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 02-20-2011 , 10:03   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #82

Quote:
Originally Posted by IxAvnoMonvAxI View Post
1.9.1 Source 1 warning

public Action:SaveHIM(Client)
{
// Check if its a valid player
if (Client == 0 || !IsClientInGame(Client) || IsFakeClient(Client)) return;
if (g_bSurvivorisEnsnared[Client])
{
SetConVarInt(FindConVar("director_no_death_ch eck"), 1);
***** g_bSurvivorisEnsnared[Client] = false;****** Warning
if (g_bSurvivorisRidden[Client] == true)
SetEntData(Client, FindSendPropInfo("CTerrorPlayer", "m_isIncapacitated"), 1, 1, true);
else
SetEntData(Client, FindSendPropInfo("CTerrorPlayer", "m_lifeState"), 2, 1, true);
CreateTimer(1.0,Timer_RestoreState, Client);
CallOnPummelEnded(Client);
}
}

Error has been corrected. Warning, there's a good one but is does? Please get 1.9 source
Just a small warning will not affect the plugin much, but it is fixed now. Download it again
__________________
alexip121093 is offline
Send a message via MSN to alexip121093
IxAvnoMonvAxI
Junior Member
Join Date: Jan 2011
Old 02-25-2011 , 20:32   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #83

Escaping Special infection is the biggest problem for the melee weapons to choose to die at the moment when you try to click
Invisibility is the character. I use plug-in for respawn revive, nor to have died out in the character Hud, and the T-type character is standing still, there is a bug.
When you convert that to observers, to participate again, even if such symptoms appear. The main weapon is Hud icon disappears.
In version 1.9 I could not remember the symptoms. Durability of melee weapons and almost left when they did, does not display prompts. Version 1.9 was not even marked.

T-type is transparent because it was a conflict with vicious infected plugin.
IxAvnoMonvAxI is offline
MasterMind420
BANNED
Join Date: Nov 2010
Old 05-11-2011 , 21:51   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #84

I would like to add a request... Could you possibly add the option to either break free or kill the special infected. Self Revive mod by chinagreenelvis gives you the option by to do this. The reason why I ask is because I have my server setup to break free using Self Revive, would be kinda unrealistic to kill them with your bare hands. Would be cool to be able to kill special infected with a melee weapon...btw this is one of the best mods ever made. Thankyou for making it... oh and almost forgot, would it be possible to also add a cvar to disable requiring ammo to break free.

Last edited by MasterMind420; 05-11-2011 at 21:55. Reason: Add Comment
MasterMind420 is offline
alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-12-2011 , 03:48   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #85

Quote:
Originally Posted by MasterMind420 View Post
I would like to add a request... Could you possibly add the option to either break free or kill the special infected. Self Revive mod by chinagreenelvis gives you the option by to do this. The reason why I ask is because I have my server setup to break free using Self Revive, would be kinda unrealistic to kill them with your bare hands. Would be cool to be able to kill special infected with a melee weapon...btw this is one of the best mods ever made. Thankyou for making it... oh and almost forgot, would it be possible to also add a cvar to disable requiring ammo to break free.
set sm_l4d2meleemod_ammo_escape "100" to 0 for break free without ammo
I will add kill Special Infected soon
Thanks for your idea
__________________
alexip121093 is offline
Send a message via MSN to alexip121093
alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-12-2011 , 05:07   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #86

try this 2.0 but may not work , not tested

added kill special infected by pressing attack button , attack2 to escape

new cvar

cvar_IE = CreateConVar("sm_l4d2meleemod_infectedmode", "2", "0 = disable all 1 =allow escape infected 2 = allow kill infected 3=both allowed");

cvar_killammo = CreateConVar("sm_l4d2meleemod_ammo_kill", "150", "number of melee weapon ammo needed to kill from special infected");

NOTE requires SDKHOOKS 2.0 *****
Attached Files
File Type: smx l4d2_meleemod2.0.smx (17.8 KB, 95 views)
File Type: sp Get Plugin or Get Source (l4d2_meleemod2.0.sp - 186 views - 48.1 KB)
__________________

Last edited by alexip121093; 05-12-2011 at 05:15.
alexip121093 is offline
Send a message via MSN to alexip121093
MasterMind420
BANNED
Join Date: Nov 2010
Old 05-12-2011 , 16:33   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #87

Wow, i'm impressed , thankyou... I've tested it using escaping and killing special infected together and also tested them individually working great thanks again. You are the man... i'll let you know if any odd behavior pops up... if I understand this correctly if u attack anything, even thin air, does it count as 1 ammo used per swing? or is the ammo only used for special infected kills or escapes? The reason I ask is as of right now the only way I know of circumventing the weapon from breaking is to set it to a higher ammo amount, say min. 998 and max. 999 to start.

Last edited by MasterMind420; 05-12-2011 at 16:39. Reason: add comment
MasterMind420 is offline
alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-12-2011 , 19:28   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #88

weapon fire - 1 ammo
__________________
alexip121093 is offline
Send a message via MSN to alexip121093
IxAvnoMonvAxI
Junior Member
Join Date: Jan 2011
Old 05-13-2011 , 00:08   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #89

Information Mouse message was modified mice.
I've tested have been well.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_meleemod2.0.sp - 180 views - 49.5 KB)
IxAvnoMonvAxI is offline
alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-13-2011 , 04:05   Re: L4D2 Melee Weapons Mod 1.9.1
Reply With Quote #90

Thanks I will fix it
__________________
alexip121093 is offline
Send a message via MSN to alexip121093
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 17:04.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode