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[L4D & L4D2] Coop Markers - Flow Distance (1.11) [01-Dec-2021]


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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 02-04-2020 , 06:37   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
Reply With Quote #11

Nice! Thanks!

Quote:
Originally Posted by Silvers View Post
Yeah I have a test script reading CDirectorScriptedEventManager + m_CurrentFinaleStage + m_FinaleType. The type is 5 until later on in the round when activated (after elevator - testing c1m4) so not accurate to begin with, but the stage changes every so often going up and down in value. Either I've read it wrong or the games just screwed like that.
Is it can help?

https://forums.alliedmods.net/showpo...8&postcount=10
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Aya Supay
Member
Join Date: Nov 2015
Old 02-04-2020 , 12:24   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.1) [04-Feb-2020]
Reply With Quote #12

I have edited this plugin a bit and I hope you like it I did it the same a long time ago and it is good that they have done it


https://forums.alliedmods.net/showpo...99&postcount=7

My Video

Last edited by Aya Supay; 04-19-2020 at 23:24.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-04-2020 , 17:04   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.1) [04-Feb-2020]
Reply With Quote #13

Quote:
Originally Posted by Dragokas View Post
Is it can help?
No this is the same value as I was reading from the memory without detour, and the finale stage doesn't go in order 1,2,3 etc. It changes from 0 to 10 to 9 etc.



Quote:
Originally Posted by Aya Supay View Post
I have edited this plugin a bit and I hope you like it I did it the same a long time ago and it is good that they have done it


https://forums.alliedmods.net/showpo...99&postcount=7

My Video
Thanks I'll test the panel, maybe make that an option.

Couple things, you're precaching the sound for L4D2 when the sound doesn't exist, also the section using it is only for L4D1.

You also added IsValidClient to a loop which already checks the clients index is within range, why? By adding this you just broke support for listen servers, which was intended. Please read and understand the code.



Updated:
Code:
1.2 (05-Feb-2020)
    - Disabled displaying in the Finale.
    - L4D1: Changed from printing to chat to displaying in a Panel. Thanks to "Aya Supay".
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Last edited by Silvers; 02-04-2020 at 17:33.
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Aya Supay
Member
Join Date: Nov 2015
Old 02-04-2020 , 17:48   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.1) [04-Feb-2020]
Reply With Quote #14

Quote:
Originally Posted by Silvers View Post
No this is the same value as I was reading from the memory without detour, and the finale stage doesn't go in order 1,2,3 etc. It changes from 0 to 10 to 9 etc.





Thanks I'll test the panel, maybe make that an option.

Couple things, you're precaching the sound for L4D2 when the sound doesn't exist, also the section using it is only for L4D1.

You also added IsValidClient to a loop which already checks the clients index is within range, why? By adding this you just broke support for listen servers, which was intended. Please read and understand the code.



Updated:
Code:
1.2 (05-Feb-2020)
    - Disabled displaying in the Finale.
    - L4D1: Changed from printing to chat to displaying in a Panel. Thanks to "Aya Supay".


I put that stock because I vote this error in l4d1 if you have a better solution you will be welcome

L 02/04/2020 - 17:43:11: SourceMod error session started
L 02/04/2020 - 17:43:11: Info (map "l4d_airport01_greenhouse") (file "E:\SteamLibrary\steamapps\common\left 4 dead\left4dead\addons\sourcemod\logs\errors_2 0200204.log")
L 02/04/2020 - 17:43:11: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:11: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:11: [SM] Call stack trace:
L 02/04/2020 - 17:43:11: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:11: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:14: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:14: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:14: [SM] Call stack trace:
L 02/04/2020 - 17:43:14: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:14: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:16: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:16: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:16: [SM] Call stack trace:
L 02/04/2020 - 17:43:16: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:16: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:18: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:18: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:18: [SM] Call stack trace:
L 02/04/2020 - 17:43:18: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:18: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:20: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:20: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:20: [SM] Call stack trace:
L 02/04/2020 - 17:43:20: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:20: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:22: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:22: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:22: [SM] Call stack trace:
L 02/04/2020 - 17:43:22: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:22: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:24: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:24: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:24: [SM] Call stack trace:
L 02/04/2020 - 17:43:24: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:24: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:43:26: [SM] Exception reported: Client index 0 is invalid
L 02/04/2020 - 17:43:26: [SM] Blaming: l4d_coop_markers.smx
L 02/04/2020 - 17:43:26: [SM] Call stack trace:
L 02/04/2020 - 17:43:26: [SM] [0] IsClientInGame
L 02/04/2020 - 17:43:26: [SM] [1] Line 283, l4d_coop_markers.sp::TimerUpdate
L 02/04/2020 - 17:430: Error log file session closed.

and you're right but
completely i guess it should be like that
PHP Code:
    if( !g_bLeft4Dead2 PrecacheSound("ui/holdout_teamrec.wav"true); 
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-04-2020 , 18:17   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.2) [05-Feb-2020]
Reply With Quote #15

Because you're running a listen server. Well that's the first and last time I try to support them, it doesn't work for listen servers, don't complain to me, don't ask me to fix.

Code:
1.3 (05-Feb-2020)
    - Removed support for Listen servers. Get a real server.
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Last edited by Silvers; 02-04-2020 at 18:26.
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theproperson
Member
Join Date: Feb 2017
Old 02-04-2020 , 23:44   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.2) [05-Feb-2020]
Reply With Quote #16

Quote:
Originally Posted by Silvers View Post
Because you're running a listen server. Well that's the first and last time I try to support them, it doesn't work for listen servers, don't complain to me, don't ask me to fix.

Code:
1.3 (05-Feb-2020)
    - Removed support for Listen servers. Get a real server.
Lol comments like that are why Mr.Zero ended up being hated. I hope you know a good 80% of your fan base is listen server users.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-05-2020 , 00:16   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.3) [05-Feb-2020]
Reply With Quote #17

Yeah when SourceMod itself hardly works on Listen servers, what can I do? Ignore the checks and let it spew errors? Theres no possible way, just get a dedicated server, more plugins would work then. Also probably 80% plugins don't work on listen servers correctly because they totally ignore the host. Stupid L4D/2 community that doesn't update SourceMod and lives on ancient builds, don't know how to run a proper server etc. Dunno why I bother I don't even play the game anymore.
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Last edited by Silvers; 02-05-2020 at 00:18.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 02-05-2020 , 00:55   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.3) [05-Feb-2020]
Reply With Quote #18

Love him or hate him, Silvers' work has made an impact on the community. With how high the quality of his plugins is, being hated should be trivial to him.

Great work on this man.
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Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 02-05-2020 , 05:15   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.3) [05-Feb-2020]
Reply With Quote #19

theproperson, is it sooooooooo hard to install local dedicated server?

1 batch file + SteamCMD (instruction from Silvers). Section "2. Server setup"
or Steam + straight arms (instruction from me).

None of my plugins support listen servers. Hate me DDDDDDDD I want it!
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Last edited by Dragokas; 02-05-2020 at 05:28.
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 02-05-2020 , 17:32   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.3) [05-Feb-2020]
Reply With Quote #20

I may be wrong but isn't IsPlayerAlive needed here?

PHP Code:
for( int i 1<= MaxClientsi++ )
{
    if( 
IsClientInGame(i) && GetClientTeam(i) == )
    {
        
// Because dist += SDKCall returns incorrect value -_-
        
test SDKCall(g_hPlayerGetFlowDistancei0);
        
dist += test;
        
total++;
    }

296 - 304
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Last edited by BHaType; 02-05-2020 at 17:32.
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