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[L4D2] Pounce Kinetics


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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 01-25-2011 , 17:19   Re: [L4D2] Pounce Kinetics
Reply With Quote #11

  • l4d2_pounce_kinetics_version need flag FCVAR_NOTIFY
  • remove FCVAR_REPLICATED from all cvars, it has no effect
  • and what is that ? that's dirty

PHP Code:
    if (FindConVar("l4d2_melee_immortals_version") != INVALID_HANDLE)
    {
        
ServerCommand("sm plugins unload l4d2_melee_immortals.smx");
        
ServerCommand("sm plugins load l4d2_melee_immortals.smx");
    } 
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When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter than "Yes"
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-25-2011 , 18:18   Re: [L4D2] Pounce Kinetics
Reply With Quote #12

Its to make sure this plugin gets the forward "L4D_OnShovedBySurvivor" before this other plugin (of mine) its unloading. I know it's shitty but ... oh right the Sourcemod Devs refuse to put in proper multi-plugin forward handling.

The flag, done.
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 01-26-2011 , 08:42   Re: [L4D2] Pounce Kinetics
Reply With Quote #13

ok, but if someone renames the plugin it's gonna fail

approved, greetings ~Berni
__________________
Why reinvent the wheel ? Download smlib with over 350 useful functions.

When people ask me "Plz" just because it's shorter than "Please" I feel perfectly justified to answer "No" because it's shorter than "Yes"
powered by Core i7 3770k | 32GB DDR3 1886Mhz | 2x Vertex4 SSD Raid0
berni is offline
eric0279
AlliedModders Donor
Join Date: May 2007
Old 08-31-2012 , 12:52   Re: [L4D2] Pounce Kinetics
Reply With Quote #14

Hello,

Could you include a variable that would do the same thing but for the damage?

example:

if the damage is greater than 15 then the survivors can not repel the attack of the hunter.


Cordialy
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 08-31-2012 , 15:50   Re: [L4D2] Pounce Kinetics
Reply With Quote #15

Well, L4D calculates the damage over distance solely, so you just have to find the corresponding distance to 15 damage - compiling the plugin with DEBUG enabled will print the jump lengths for you.
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eric0279
AlliedModders Donor
Join Date: May 2007
Old 08-31-2012 , 15:53   Re: [L4D2] Pounce Kinetics
Reply With Quote #16

ok, thanks
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Serge884
New Member
Join Date: Nov 2012
Old 11-30-2012 , 14:56   Re: [L4D2] Pounce Kinetics
Reply With Quote #17

What's the default distance
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larrybrains
Senior Member
Join Date: May 2017
Old 08-11-2020 , 01:13   Re: [L4D2] Pounce Kinetics
Reply With Quote #18

Nice plugin idea! I tried this plugin the other day, but it seems to only be working about half the time.

It also seems to be way off sometimes in the pounce distance calculations. Some pounces that are very close will count as over 450, and some that are very far will have a lower distance or not register that the deadstop should be blocked.
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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 12-29-2023 , 04:39   Re: [L4D2] Pounce Kinetics
Reply With Quote #19

* Transfering to the latest syntax.
* Event interception and request for plugin variable values has been moved to OnConfigsExecuted().
* left4downtown2 replaced by left4dhooks.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_pounce_kinetics.sp - 13 views - 4.1 KB)

Last edited by BloodyBlade; 12-29-2023 at 04:48.
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Shimo
Junior Member
Join Date: Dec 2023
Old 01-14-2024 , 05:02   Re: [L4D2] Pounce Kinetics
Reply With Quote #20

Quote:
Originally Posted by BloodyBlade View Post
* Transfering to the latest syntax.
* Event interception and request for plugin variable values has been moved to OnConfigsExecuted().
* left4downtown2 replaced by left4dhooks.
Can you share a smx file? I don't really compile plugins.
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