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[L4D & L4D2] Pipebomb Shove (1.10) [10-May-2020]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 11-18-2017 , 06:41   Re: [L4D & L4D2] Pipebomb Shove (1.6) [21-Jun-2015]
Reply With Quote #41

Good idea, can I PM you sometime with a new version to test the changes?
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Sunyata
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Old 11-21-2017 , 06:57   Re: [L4D & L4D2] Pipebomb Shove (1.6) [21-Jun-2015]
Reply With Quote #42

Hi Silvers, that would be great. Please do PM me, I'd be more than happy to test this out for you. Nice to know you're still supporting this wonderful little plugin.

Last edited by Sunyata; 11-21-2017 at 07:01.
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Silvers
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Old 12-02-2017 , 15:37   Re: [L4D & L4D2] Pipebomb Shove (1.7) [02-Dec-2015]
Reply With Quote #43

Finally updated the 1st post, a couple new additions:

Quote:
1.7 (02-Dec-2017)
- Added cvar "l4d_pipebomb_reload" to make the "Reload" key attach the pipebomb. Thanks to "bazrael" for the idea and testing.
- Added cvar "l4d_pipebomb_time" to set the fuse duration before detonation. Thanks to "Sunyata" for the idea and testing.
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theproperson
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Old 10-28-2018 , 21:03   Re: [L4D & L4D2] Pipebomb Shove (1.8) [05-May-2018]
Reply With Quote #44

Hey Silvers I was kind of wondering what would you think about taking this a step farther and allowing the pipe bomb to stick to infected who touch it. For example, tossing one into a horde would stick to the first common it touches or if it were to hit the ground and a special walked over it, the pipe bomb would stick to it's foot. That alongside this shove mechanic would make grenades really fun to play around with in my opinion. I know it's old here and you're very busy, but I still wanted to toss this idea out here.
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Tonblader
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Join Date: Jul 2011
Old 06-11-2019 , 14:13   Re: [L4D & L4D2] Pipebomb Shove (1.8) [05-May-2018]
Reply With Quote #45

Can add a cvar when throw an bomb, attach it to zombie and can knockback it?
cvar to every zombie (tanks witchs hunters normal etc)
on or off

Last edited by Tonblader; 06-12-2019 at 14:04.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 03-10-2020 , 19:52   Re: [L4D & L4D2] Pipebomb Shove (1.8) [05-May-2018]
Reply With Quote #46

I did some modifications to allow attaching it to world entities, so now is possible to attach it to the wall for example. I'm not a good coder as the author, but I'm sharing it in case someone is also interested.

New Cvars:
  • l4d_pipebomb_shove_world (default: 3) ⇨ Attach pipebomb to world entities. (0=Off, 1=Worldspawn entities, 2=Other entities,3=Both)
  • l4d_pipebomb_shove_world_distance (default: 75) ⇨ Max distance allowed to attach to world entities, when enabled. (0=No check)
  • l4d_pipebomb_shove_blocksafe (default: 1) ⇨ Block the plugin while no survivors leave the safe area. (0=Off, 1=On)

Notes:
  • Setting the new cvar l4d_pipebomb_shove_world to "2", still allows attaching it to the "wall" for invisible entities like "func_simpleladder".
Attached Files
File Type: sp Get Plugin or Get Source (l4d_pipebomb_shove.sp - 6 views - 21.0 KB)
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Last edited by Marttt; 10-17-2020 at 01:39.
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DARG367
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Old 03-11-2020 , 02:55   Re: [L4D & L4D2] Pipebomb Shove (1.8) [05-May-2018]
Reply With Quote #47

Quote:
Originally Posted by Marttt View Post
Thanks for this amazing plugin Silvers.

I did some modifications to allow attaching it to world entities, so now is possible to attach it to the wall for example. I'm not a good coder as the author, but I'm sharing it in case someone is also interested.

New Cvars:
  • l4d_pipebomb_shove_world (default: 3) ⇨ Attach pipebomb to world entities. (0=Off, 1=Worldspawn entities, 2=Other entities,3=Both)
  • l4d_pipebomb_shove_world_distance (default: 75) ⇨ Max distance allowed to attach to world entities, when enabled. (0=No check)
  • l4d_pipebomb_shove_blocksafe (default: 1) ⇨ Block the plugin while no survivors leave the safe area. (0=Off, 1=On)

Changed the version to: 1.8.0.1

Notes:
  • Setting the new cvar l4d_pipebomb_shove_world to "2", still allows attaching it to the "wall" for invisible entities like "func_simpleladder".

Thanks:
  • Silvers, of course, for the plugin.
  • Lux, for the code snippet to check if any survivor has left the saferoom.
  • Dragokas, for the code snippet to check the distance between entities.
Tried it out and have no errors. Thanks Mart!
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Ethan Max
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Old 05-01-2020 , 18:47   Re: [L4D & L4D2] Pipebomb Shove (1.9) [01-Apr-2020]
Reply With Quote #48

L 05/01/2020 - 23:46:09: [SM] Exception reported: Could not load the "CPipeBombProjectile_Create" gamedata signature.
L 05/01/2020 - 23:46:09: [SM] Blaming: l4d_pipebomb_shove.smx
L 05/01/2020 - 23:46:09: [SM] Call stack trace:
L 05/01/2020 - 23:46:09: [SM] [0] SetFailState
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Silvers
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Old 05-01-2020 , 22:03   Re: [L4D & L4D2] Pipebomb Shove (1.9) [01-Apr-2020]
Reply With Quote #49

Quote:
Originally Posted by Ethan Max View Post
L 05/01/2020 - 23:46:09: [SM] Exception reported: Could not load the "CPipeBombProjectile_Create" gamedata signature.
L 05/01/2020 - 23:46:09: [SM] Blaming: l4d_pipebomb_shove.smx
L 05/01/2020 - 23:46:09: [SM] Call stack trace:
L 05/01/2020 - 23:46:09: [SM] [0] SetFailState
Signature hasn't changed, you probably have something detouring the function. Wildcard the first 6 bytes from the signature and hope it's still the same sig. Or update the gamedata file (hasn't changed in years).
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Last edited by Silvers; 05-01-2020 at 22:18.
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