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[L4D & L4D2] Prototype Grenades (1.46) [22-Nov-2023]


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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 10-18-2019 , 10:27   Re: [L4D & L4D2] Prototype Grenades (1.5) [17-Oct-2019]
Reply With Quote #31

Thanks, very funny.

New tests on L4D1:
Code:
Attempted to precache unknown particle system "fireworks_sparkshower_01e"!
Attempted to precache unknown particle system "sparks_generic_random"!
Attempting to create unknown particle system 'fireworks_sparkshower_01e' 
Attempting to create unknown particle system 'sparks_generic_random'
Freezer resets render color of special infected.

Antigrav deal damage to survivor (at least to thrower). Wrong description?
Quote:
"damage" "1.0" // Does no damage but required to work.
Also, can't set up it to force double jump even with:
Quote:
"effect_tick" "0.3"
Any example?

Quote:
L 10/18/2019 - 08:20:58: [SM] Exception reported: Temp entity property "m_vOrigin.x" not found
L 10/18/2019 - 08:20:58: [SM] Blaming: l4d_grenades.smx
L 10/18/2019 - 08:20:58: [SM] Call stack trace:
L 10/18/2019 - 08:20:58: [SM] [0] TE_WriteFloat
L 10/18/2019 - 08:20:58: [SM] [1] Line 4502, H:\_To_games\Left4Dead_2\My_mods\Mutant\Grena des\1.5\scripting\l4d_grenades.sp::L4D_TE_Cre ate_Particle
L 10/18/2019 - 08:20:58: [SM] [2] Line 3159, H:\_To_games\Left4Dead_2\My_mods\Mutant\Grena des\1.5\scripting\l4d_grenades.sp::Explode_Bu llets
L 10/18/2019 - 08:20:58: [SM] [3] Line 2188, H:\_To_games\Left4Dead_2\My_mods\Mutant\Grena des\1.5\scripting\l4d_grenades.sp::Explode_Ef fects
L 10/18/2019 - 08:20:58: [SM] [4] Line 2111, H:\_To_games\Left4Dead_2\My_mods\Mutant\Grena des\1.5\scripting\l4d_grenades.sp:etonate_G renade
L 10/18/2019 - 08:20:58: [SM] [5] Line 2048, H:\_To_games\Left4Dead_2\My_mods\Mutant\Grena des\1.5\scripting\l4d_grenades.sp::Timer_Deto nate
Bullets type doesn't cause any effect or damage.

Recall my request to update "gear transfer" by blocking LMB + RMB hotkey.

Thanks.
Have a nice day!
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Last edited by Dragokas; 10-18-2019 at 10:28.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-18-2019 , 11:15   Re: [L4D & L4D2] Prototype Grenades (1.6) [18-Oct-2019]
Reply With Quote #32

Done and done.

Code:
1.6 (18-Oct-2019)
    - Fixed invalid entity errors reported by "KRUTIK".
    - Fixed L4D1 errors reported by "Dragokas".
    - Fixed not completely disabling everything when the plugin is turned off.
    - Now prevents ledge hanging when floating in Anti-Gravity.
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Ruthless1
AlliedModders Donor
Join Date: Oct 2019
Old 10-20-2019 , 17:41   Re: [L4D & L4D2] Prototype Grenades (1.7) [18-Oct-2019]
Reply With Quote #33

Since my last post regarding taking damage after throwing a grenade, its still happening as of the time of writing this post. When i throw a pipe or molly in L4D2 it knocks me over (additional plugin i use that causes a player to get pushed over after an explosion) and i take damage. This would indicate that there is some type of explosive event as soon as the pipe or molly has left my hand. Any idea why this is happening?
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 10-20-2019 , 18:07   Re: [L4D & L4D2] Prototype Grenades (1.7) [18-Oct-2019]
Reply With Quote #34

Quote:
Originally Posted by Firebred View Post
Since my last post regarding taking damage after throwing a grenade, its still happening as of the time of writing this post. When i throw a pipe or molly in L4D2 it knocks me over (additional plugin i use that causes a player to get pushed over after an explosion) and i take damage. This would indicate that there is some type of explosive event as soon as the pipe or molly has left my hand. Any idea why this is happening?
Plugin conflict? It happens every time you throw? You have the latest version? It doesn't happen to me so I don't know how to fix. Try disabling all other plugins and testing. If it works then starting adding half of the disabled plugins and testing until you find which ones causing it. Which game and server OS?
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KRUTIK
Senior Member
Join Date: Feb 2019
Location: Мос
Old 10-21-2019 , 01:22   Re: [L4D & L4D2] Prototype Grenades (1.7) [18-Oct-2019]
Reply With Quote #35

[SM] Exception reported: Entity -1 (-2094521783) is invalid
L 10/21/2019 - 08:19:51: [SM] Blaming: l4d_grenades.smx
L 10/21/2019 - 08:19:51: [SM] Call stack trace:
L 10/21/2019 - 08:19:51: [SM] [0] DispatchKeyValue
L 10/21/2019 - 08:19:51: [SM] [1] Line 3270, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\l4d_grenades.sp::Explode_Bullets
L 10/21/2019 - 08:19:51: [SM] [2] Line 2224, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\l4d_grenades.sp::Explode_Effects
L 10/21/2019 - 08:19:51: [SM] [3] Line 2180, C:\Servers\L4D2\left4dead2\addons\sourcemod\s cripting\l4d_grenades.sp::Timer_Repeat_Explod e
L 10/21/2019 - 08:19:52: [SM] Exception reported: Entity -1 (-2094521783) is invalid
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-21-2019 , 09:58   Re: [L4D & L4D2] Prototype Grenades (1.7) [18-Oct-2019]
Reply With Quote #36

It makes no sense why this error happens. The entity should be valid and exist prior to the explode timer call. The only way I've caused it was by disabling the plugin while a grenade was active (fixed for next version).

Can you make this happen everytime? If so what are the steps to replicate the problem? Which map, which gamemode, after a round restart or map change? Do you have any plugins that delete entities to clean the map?

Worst scenario I'll paste "CreateHurtEntity()" everywhere before using g_iEntityHurt but that shouldn't be required. Does anyone else have this problem?
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Silvers
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Location: SpaceX
Old 10-23-2019 , 15:04   Re: [L4D & L4D2] Prototype Grenades (1.8) [23-Oct-2019]
Reply With Quote #37

Quote:
1.8 (23-Oct-2019)
- Changed "Bullets" mode projectile sound.
- Maybe fixed invalid entity errors again, reported by "KRUTIK".
- Minor changes to late loading and turning the plugin on/off.
Pasted "CreateHurtEntity()" around in places before use. Hopefully that fixes the errors.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 10-23-2019 , 15:34   Re: [L4D & L4D2] Prototype Grenades (1.8) [23-Oct-2019]
Reply With Quote #38

I noticed that sometimes when you are throwing grenade right before round ends, I see explosion begins, but when next round starts grenade is not disappeared in my hands, and when you try to throw it, possibly, game think that I have no grenade and switch me to primary weapon instead of throwing.

Not sure is it some plugin conflict or something.

I want recall my ask to preserve special infected color before freeze and restore after removing freeze effect.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 10-23-2019 , 16:10   Re: [L4D & L4D2] Prototype Grenades (1.9) [23-Oct-2019]
Reply With Quote #39

Quote:
1.9 (23-Oct-2019)
- Fixed Freezer mode not preserving special infected render color. Thanks to "Dragokas" for reporting.
Done.

This plugin does not handle removing the grenade when firing, the game does that itself. Throwing in the saferoom before the door opens will switch from the grenade to your weapon, again this is what the game does.
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Last edited by Silvers; 10-23-2019 at 16:55.
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Silvers
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Old 10-31-2019 , 23:06   Re: [L4D & L4D2] Prototype Grenades (1.10) [01-Nov-2019]
Reply With Quote #40

Code:
1.10 (01-Nov-2019)
    - Changed the way grenade bounce sounds are replaced to prevent plugin conflicts. Thanks to "Lux" for the idea.
    - Optimizations: Changed string creation to static char for faster CPU cycles. Various string comparison changes.
    - Now only supports "Gear Transfer" plugin version 2.0 or greater to preserve random grenade type preferences.
    - Removed 1 frame delay on weapon equip from previous version of supporting "Gear Transfer" plugin.
    - Fixed "GrenadeMenu_Invalid" PrintToChat not replacing the colors. Thanks to "BHaType" for reporting.
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