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[L4D2]survivor tallents


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Author
rekcah
Member
Join Date: Jun 2019
Plugin ID:
6908
Plugin Version:
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    survivors can pick special abilities
    Old 01-19-2020 , 02:15   [L4D2]survivor tallents
    Reply With Quote #1

    the original developer of this plugin has stopped working on it so iv'e taken over too fix a few bugs and add some new features.

    original post
    https://forums.alliedmods.net/showthread.php?t=273312

    current changes
    - can change classes before round starts.
    - fixed class limit exploit
    - added command "!classes" to show who is what class.
    - added command "!classinfo" to show what each class does.
    - saboteur goes invisible faster and moves faster while crouched
    - commando now gets different bonus damage for different guns
    - changed engineer to work with auto turrets.

    - turrets no longer require another plugin. (combining the 2 plugins into 1 removed a very large exploit)

    - fixed possible server crashing bug related to engineer class.
    - medic keeps healing ability if killed and defib'd.
    - fixed flying athlete bug


    ill try to keep this updated as i make changes so the server admins can keep there servers updated too.

    not sure why get plugin wont work.(it compiles fine with the online compiler) so ill leave a compiled version as well.


    Updated version with various fixes by Silvers found here.

    (smx deleted by Silvers, not required, compiler was set to 1.1 and should have been set to a newer verison. Had 121 views.)
    Attached Files
    File Type: sp Get Plugin or Get Source (DLR_Talents_updated.sp - 584 views - 73.3 KB)

    Last edited by Silvers; 11-20-2021 at 23:28.
    rekcah is offline
    sonic155
    Senior Member
    Join Date: Mar 2019
    Old 01-20-2020 , 07:29   Re: [L4D2]survivor tallents
    Reply With Quote #2

    Anyway of the plugn not showing up on screen as players join?

    My server has a rules set on join and this plugin is bugging out with it

    and is there a way to disable some of the classes?
    not to happy about the ATHLETE class the whole autobunny hop is a fast pass on my server anyway of disabling it?

    maybe adding a cvar to make it where players can switch or can not switch roles so players stay the class they picked though the whole Campaign and not swtich all the time?
    ~~~~

    Test video here [ https://www.youtube.com/watch?v=0K1tYi-MXHE ]

    log file I said I would copy and paste
    ~~~
    L 01/20/2020 - 06:43:10: [SM] Call stack trace:
    L 01/20/2020 - 06:43:10: [SM] [1] Line 1193, DLRTalentsoriginalupdatestart.sp::OnTakeDamag ePre
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 889, DLRTalentsoriginalupdatestart.sp::TimerLoadGl obal
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 894, DLRTalentsoriginalupdatestart.sp::TimerLoadCl ient
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 889, DLRTalentsoriginalupdatestart.sp::TimerLoadGl obal
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 894, DLRTalentsoriginalupdatestart.sp::TimerLoadCl ient
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 889, DLRTalentsoriginalupdatestart.sp::TimerLoadGl obal
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 894, DLRTalentsoriginalupdatestart.sp::TimerLoadCl ient
    ~~

    Test video here [ https://www.youtube.com/watch?v=KuHtwEFKgfU ]

    ~~
    log file during test listed here

    ~~

    L 01/20/2020 - 08:530: [SM] Exception reported: Array index out-of-bounds (index -2088316651, limit 66)
    L 01/20/2020 - 08:530: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:530: [SM] Call stack trace:
    L 01/20/2020 - 08:530: [SM] [1] Line 1193, /home/forums/content/files/2/9/2/9/4/2/179389.attach::OnTakeDamagePre
    SCRIPT PERF WARNING --- "<lambda or free run script>" ran long at 3.656328ms



    L 01/20/2020 - 08:47:27: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:27: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:27: [SM] Call stack trace:
    L 01/20/2020 - 08:47:27: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:27: [SM] [1] Line 889, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadGlobal
    L 01/20/2020 - 08:47:27: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:27: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:27: [SM] Call stack trace:
    L 01/20/2020 - 08:47:27: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:27: [SM] [1] Line 894, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadClient
    L 01/20/2020 - 08:47:27: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:27: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:27: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 889, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadGlobal
    L 01/20/2020 - 08:47:28: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:28: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:28: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 894, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadClient
    L 01/20/2020 - 08:47:28: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:28: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:28: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 889, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadGlobal
    L 01/20/2020 - 08:47:28: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:28: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:28: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 894, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadClient

    ~~

    Last edited by sonic155; 01-20-2020 at 12:09. Reason: adding test video
    sonic155 is offline
    rekcah
    Member
    Join Date: Jun 2019
    Old 01-22-2020 , 06:15   Re: [L4D2]survivor tallents
    Reply With Quote #3

    So the tallents where designed for versus, cant guarantee it to work for campaign.

    the medic is meant to only heal teammates, ie so you have to protect your medic.

    The saboteur does work however you wont be able to tell if you're invisible you just have to count seconds. It will not hide you from ai tho. The bombs should be si only triggerd, so commons and witch wont set it off, only play controllable infected will, the bombs are meant to be hidden so infected trigger them.

    The brawlers only ability is meant to be a crazy amount of heath. The original plugin creators had a massive fight over it so it was nerver 100% completed.

    As for athlete just get yourself a plugin to block bhopping, that should fix block bhop for you. im not sure why your jump was so low. Never seen that weird bouncing before makes me think it was another plugin doing it.

    The engineer wont work until the round started, thats a reason campaign isnt really suported, same reason the selected class doesn't lock.

    I might try adding support for campaign but no guarantees.
    rekcah is offline
    EatingPizza
    Junior Member
    Join Date: Oct 2012
    Location: Atlanta
    Old 01-29-2020 , 00:25   Re: [L4D2]survivor tallents
    Reply With Quote #4

    Quote:
    Originally Posted by sonic155 View Post
    Anyway of the plugn not showing up on screen as players join?
    ~~
    In the Event_PlayerSpawn function, comment out the CreateTimer func call for CreatePlayerClassMenuDelay (and the "else" on the line above it), then recompile.


    Quote:
    Originally Posted by sonic155 View Post
    and is there a way to disable some of the classes?
    ~~
    Sure, just set: sm_cvar talents_athelete_max "0"
    EatingPizza is offline
    Rego
    Junior Member
    Join Date: Nov 2021
    Old 11-10-2021 , 20:13   Re: [L4D2]survivor tallents
    Reply With Quote #5

    Quote:
    Originally Posted by EatingPizza View Post
    In the Event_PlayerSpawn function, comment out the CreateTimer func call for CreatePlayerClassMenuDelay (and the "else" on the line above it), then recompile.




    Sure, just set: sm_cvar talents_athelete_max "0"
    Hi, i have a ask for you, there are someway to do that sm_cvar execute automatically when i start the server? like a CVAR in the .TXT, i tried already put in my "cvar.txt" but doesn´t works.
    Rego is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 11-20-2021 , 23:26   Re: [L4D2]survivor tallents
    Reply With Quote #6

    This plugin is poorly written. Loads of warnings when I compiled from the first post. Various unused code left in there. Passing client and entity indexes into timers.

    Uploaded a some what fixed version (took me over 20 mins). Now using entity references and client user IDs into timers and checking they are valid on timer callback.

    This plugin still causes crashes apparently, I don't have the time to go through it. The whole thing needs a re-write really.

    This will not work with SM 1.11 and I will not be supporting this plugin anymore. Author is still active, suggest they maintain.
    Attached Files
    File Type: sp Get Plugin or Get Source (DLR_Talents_updated.sp - 351 views - 74.2 KB)
    __________________

    Last edited by Silvers; 11-21-2021 at 04:52.
    Silvers is offline
    yani
    New Member
    Join Date: Feb 2023
    Old 02-20-2023 , 05:50   Re: [L4D2]survivor tallents
    Reply With Quote #7

    I began rewrite operation for this awesome plugin, feel free to contribute with bug reports, ideas, pull requests or constructive feedback.

    First phase goal would be to separate the classes and perks as separate plugins, so you can combine those in config file and keep the code in manageable condition.
    Second would be to enhance the experience without breaking the vibe of the original.
    I'll try to include as simple instructions as possible to add new plugins.




    https://github.com/janiluuk/L4D2_DLRTalents

    Changes:

    Sourcemod 11 compatible
    Rewrite for internal variable structure, variable naming and functionality.
    Plugin support, adding new features should be a matter of including the plugin and adding hook to it
    Soldier has faster moving speed and takes less damage. Also by default melee penalty is off. Configurable.
    Soldier can order airstrikes. (Requires F18_Airstrike plugin)
    Athlete has faster moving speed and a parachute. configurable.
    Commando reload rate actually works now
    Commando damage modifiers are configurable per weapon, default one is used for rest.
    Commando is immune to knockdowns
    Commando can stomp downed infected
    Medic has more options to spawn. Has faster healing and revival times.
    Includes modifiers for adrenaline/pills/revive/heal durations in the config. disable with "talents_health_modifiers_enabled"
    Announcement to other players when healing spot is active.
    Players get notified when theyre being healed.
    Players healed by medic have special glow
    Default health for players without class configurable. Menu does not spam you if you don't choose a class.
    Engineer spawns ready-to-use upgrade packs instead of deployable boxes.
    Engineer now spawns 2 different types of turrets. 8 different ammo types for various situations. (Requires plugin from https://github.com/janiluuk/L4D2_Machine)
    Engineer can now barricade open doors & windows. Requires plugin version of (https://forums.alliedmods.net/showthread.php?p=2780813). Adding the plugin version as soon as have tested it properly
    Engineer, medic and saboteur get countdown for next deployment when trying to deploy too early
    Turrets don't block anymore, so you cannot abuse it by boxing in opponents.
    Saboteur moves faster when crouched and shows visibility status.
    Saboteur has visual effect on turning invisible and specific glow.
    Saboteur has nightvision
    Redefine visual effect for mines, and actually leave a visible mine.
    Mines do less damage to survivors. Standing really close to the mine can still incap.
    Mines do more damage to infected, 1500hp. Some edge over tank
    Mines glow now so players know to avoid the spot or lure someone to it.
    Notifications on placing mines.
    Warnings for players that go near armed mine
    Countdown notification before mine becoming armed.
    Support for multiple types of mines (freeze, vomit, antigravity, black hole), ui missing
    Engineer, medic and saboteur get notification if out of supplies.
    More helpful class descriptions and help system.
    Internal turret system fixed
    Gun reload glitches fixed
    Invisibility rewrite, it never really worked properly before.
    Wipe out all infected from admin menu
    Debug mode for admins

    Roadmap
    Game modes that can be random or configured;
    - Currently working on Escort mission,
    - Melee weapons with lights out mode.
    - "It follows" - mode: Each player gets dedicated witch coming after them 1 minute after leaving saferoom.
    - Antigravity mode
    Cleaner UI, menu option to turn hint texts off. Common HUD component which manages, prioritizes and combines the hint texts properly.
    Integrate game instructor UI to be utilized for counters, and other live indicators.
    Show player class above their head (Using "Hats" plugin, missing graphics for it)
    Engineer can build different types of defences
    Saboteur can see infected outlines when in "predator mode". Instakill if manages to sneak up behind.
    Smoker should have much more visible and thick cloud when gets killed.
    Rewrite for missile plugin to fit better with this one
    Add more plugins including berserk mode, jetpack, special grenades.
    Incap players can fight with attacker with some keys, if indicator goes back to zero, player is freed.
    When incapacitated without supplies and you have kit available, ask survivor if want to consume it.
    Revamp infected skills to match the added ones for survivors;
    Infected can bite survivors, after defined about of time player turns into a witch for 30 seconds. If the witch gets killed, player gets killed, otherwise transform back to playable character.
    Charger can drop survivor and continue running
    Hunter can use boost for ultra long jumps
    Jockey can make player shoot others with FF damage while riding
    Smoker can shove opponent to any direction when pinned, e.g throw out of window.
    Hunter can masquerade as survivor for 30 second time (Using LMC)
    More suggestions welcome!

    Last edited by yani; 02-20-2023 at 12:23.
    yani is offline
    eyeonus
    Member
    Join Date: Jul 2009
    Old 01-14-2021 , 05:12   Re: [L4D2]survivor tallents
    Reply With Quote #8

    The Engineer turret is not auto-firing like it's supposed to. It just sits there. Any ideas why?
    eyeonus is offline
    azureblue
    Member
    Join Date: Oct 2021
    Location: Two Steps from Hell
    Old 10-15-2021 , 07:33   Re: [L4D2]survivor tallents
    Reply With Quote #9

    This plugin is great!, but sad no one willing to update this plugin to works perfectly in co-op campaign mode and maybe also can improve some classes like saboteur, athlete and brawler ability which those classes are less useful than any other classes. Or at least remove errors in console about TimerLoadCLient and TimerLoadGlobal in console which always spamming every second. thanks!
    azureblue is offline
    Marttt
    Veteran Member
    Join Date: Jan 2019
    Location: Brazil
    Old 10-15-2021 , 07:54   Re: [L4D2]survivor tallents
    Reply With Quote #10

    Not hard to fix the TimerLoadClient but this plugin has too many lines that may fix one thing and appear another broken.

    Btw timers should always be called using userid or entity reference, as good practise, to prevent this kind of errors.

    A quick fix would be checking if the client is connected inside the timer.
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