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[L4D & L4D2] Left 4 DHooks Direct (1.150) [06-May-2024]


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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 12-29-2023 , 23:17   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1021

Quote:
Originally Posted by chungocanh12 View Post
thanks you alot, i will roll back to 1.139 now. waiting next update from you!!!
I suggest you can use sourcemod stable build instead.
Dev Builds are unstable and still in development.

Code:
It is generally recommended to run the latest stable build, however, it is not necessarily urgent to upgrade when a newer build appears.
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chungocanh12
Member
Join Date: Apr 2023
Location: Việt Nam
Old 12-29-2023 , 23:32   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1022

Quote:
Originally Posted by HarryPotter View Post
I suggest you can use sourcemod stable build instead.
Dev Builds are unstable and still in development.

Code:
It is generally recommended to run the latest stable build, however, it is not necessarily urgent to upgrade when a newer build appears.
i know but i'm roll back to 1.139 and all run fine without any error or bug. thank your suggest
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bedildewo
Junior Member
Join Date: May 2014
Old 01-06-2024 , 11:13   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1023

Is there any best and optimized way to reproduce L4D_GetRandomPZSpawnPosition by using left4dhooks ?

Im using

L4D_GetAllNavAreas
L4D_GetNearestNavArea
L4D2_IsVisibleToPlayer
L4D_FindRandomSpot
L4D2_NavAreaTravelDistance


Its works but really causing tick drop.
If there any veteran coder here to help?

The reason why i want this because "BATTLEFIELD" flag in nav area doesnt care about L4D_GetRandomPZSpawnPosition spawn position from INFRONT OF SURVIVORS, people just rush and special infected will spawn all in there until common left empty, so i want to fix this.

Last edited by bedildewo; 01-06-2024 at 11:15.
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Forgetest
Member
Join Date: Aug 2020
Old 01-06-2024 , 17:00   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1024

Quote:
Originally Posted by bedildewo View Post
Is there any best and optimized way to reproduce L4D_GetRandomPZSpawnPosition by using left4dhooks ?

Im using

L4D_GetAllNavAreas
L4D_GetNearestNavArea
L4D2_IsVisibleToPlayer
L4D_FindRandomSpot
L4D2_NavAreaTravelDistance


Its works but really causing tick drop.
If there any veteran coder here to help?

The reason why i want this because "BATTLEFIELD" flag in nav area doesnt care about L4D_GetRandomPZSpawnPosition spawn position from INFRONT OF SURVIVORS, people just rush and special infected will spawn all in there until common left empty, so i want to fix this.
See if this helps you, patching binaries though. Not tested yet.
But take care of the side effects because it works by patching out the "Panic Event Active" checks when collecting spawn areas. Although I think it's generally fine to enable it globally.

Edit: Requires SourceScramble to compile and work.
Edit2: Updated for loading failure.
Attached Files
File Type: sp Get Plugin or Get Source (l4d_unrestrict_panic_battlefield.sp - 82 views - 2.1 KB)
File Type: txt l4d_unrestrict_panic_battlefield.txt (2.8 KB, 82 views)

Last edited by Forgetest; 01-07-2024 at 04:25.
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bedildewo
Junior Member
Join Date: May 2014
Old 01-07-2024 , 01:23   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1025

Quote:
Originally Posted by Forgetest View Post
See if this helps you, patching binaries though. Not tested yet.
But take care of the side effects because it works by patching out the "Panic Event Active" checks when collecting spawn areas. Although I think it's generally fine to enable it globally.

Edit: Requires SourceScramble to compile and work.
wow i have been learning mempatch but cant , thanks for the help !
but i found error

HTML Code:
L 01/07/2024 - 13:21:05: [SM] Exception reported: Failed to patch "ZombieManager::CollectSpawnAreas__skip_PanicEventActive"
L 01/07/2024 - 13:21:05: [SM] Blaming: bugfixes/l4d_unrestrict_panic_battlefield.smx
L 01/07/2024 - 13:21:05: [SM] Call stack trace:
L 01/07/2024 - 13:21:05: [SM]   [0] SetFailState
L 01/07/2024 - 13:21:05: [SM]   [1] Line 16, D:\BACKUP\L4D2\Sourcemod 1.11\l4d_unrestrict_panic_battlefield.sp::GameDataWrapper.CreatePatchOrFail
L 01/07/2024 - 13:21:05: [SM]   [2] Line 55, D:\BACKUP\L4D2\Sourcemod 1.11\l4d_unrestrict_panic_battlefield.sp::OnPluginStart
L 01/07/2024 - 13:21:05: [SM] Unable to load plugin "bugfixes/l4d_unrestrict_panic_battlefield.smx": Error detected in plugin startup (see error logs)
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Forgetest
Member
Join Date: Aug 2020
Old 01-07-2024 , 04:26   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1026

Quote:
Originally Posted by bedildewo View Post
wow i have been learning mempatch but cant , thanks for the help !
but i found error

HTML Code:
L 01/07/2024 - 13:21:05: [SM] Exception reported: Failed to patch "ZombieManager::CollectSpawnAreas__skip_PanicEventActive"
L 01/07/2024 - 13:21:05: [SM] Blaming: bugfixes/l4d_unrestrict_panic_battlefield.smx
L 01/07/2024 - 13:21:05: [SM] Call stack trace:
L 01/07/2024 - 13:21:05: [SM]   [0] SetFailState
L 01/07/2024 - 13:21:05: [SM]   [1] Line 16, D:\BACKUP\L4D2\Sourcemod 1.11\l4d_unrestrict_panic_battlefield.sp::GameDataWrapper.CreatePatchOrFail
L 01/07/2024 - 13:21:05: [SM]   [2] Line 55, D:\BACKUP\L4D2\Sourcemod 1.11\l4d_unrestrict_panic_battlefield.sp::OnPluginStart
L 01/07/2024 - 13:21:05: [SM] Unable to load plugin "bugfixes/l4d_unrestrict_panic_battlefield.smx": Error detected in plugin startup (see error logs)
LOL I didn't save. Updated.
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bedildewo
Junior Member
Join Date: May 2014
Old 01-10-2024 , 00:44   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1027

Quote:
Originally Posted by Forgetest View Post
LOL I didn't save. Updated.
LOL okay

Also it works so well on 2 days without any problem! such a god code.
and the last thing that bothered me is the FINALE flag nav area that cause SI spawn very long distance and stuck, is there way to do this too to make them spawn nearly and not bypass the RandomPZSpawnPosition and spawn range ?

If its asking too much just ignore this one, its not that important.
Thank you again !

Last edited by bedildewo; 01-10-2024 at 00:47.
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king kong
Member
Join Date: Oct 2021
Old 01-10-2024 , 03:08   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1028

Quote:
Originally Posted by Forgetest View Post
See if this helps you, patching binaries though. Not tested yet.
But take care of the side effects because it works by patching out the "Panic Event Active" checks when collecting spawn areas. Although I think it's generally fine to enable it globally.

Edit: Requires SourceScramble to compile and work.
Edit2: Updated for loading failure.
If you use this, do you still need it https://forums.alliedmods.net/showthread.php?t=333351
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-11-2024 , 10:05   Re: [L4D & L4D2] Left 4 DHooks Direct (1.141) [11-Jan-2024]
Reply With Quote #1029

Code:
1.141 (11-Jan-2024)
    - Added forwards "L4D_MolotovProjectile*", "L4D2_VomitJarProjectile*" and "L4D2_GrenadeLauncherProjectile*" to trigger when on various grenade creations. Requested by "Kerouha".
    - Added forward "L4D2_OnChooseVictim_Pre" which shows the previously targeted entity. Requested by "Forgetest".
    - Added "AmmoDef" methodmaps and natives for ammo definitions. Thanks to "Forgetest" for writing and providing.
    - Changed stock "L4D_IsPlayerStaggering" to be more accurate. Plugins using this stock should be recompiled. Thanks to "HarryPotter" for updating.
    - Changed forward "L4D2_OnChooseVictim" when using return Plugin_Handled to block the function, bots will stand still only instead of targeting themselves and attacking while standing still.
    - Changed natives "L4D_PipeBombPrj", "L4D2_VomitJarPrj", "L4D_MolotovPrj", "L4D2_GrenadeLauncherPrj", "L4D2_SpitterPrj" and "L4D_TankRockPrj" to allow specifying the velocity and rotation. Thanks to "Forgetest" for changing.

    - Updated: Plugin and test plugin.
    - Updated: "/gamedata/l4dd/left4dhooks.l4d1.txt" GameData file.
    - Updated: "/gamedata/l4dd/left4dhooks.l4d2.txt" GameData file.
    - Updated: "/scripting/include/left4dhooks.inc" Include file.
    - Updated: "/scripting/include/left4dhooks_silver.inc" Include file.
    - Updated: "/scripting/l4dd/l4dd_forwards.sp" project file.
    - Updated: "/scripting/l4dd/l4dd_gamedata.sp" project file.
    - Updated: "/scripting/l4dd/l4dd_natives.sp" project file.
    - Updated: "/scripting/l4dd/l4dd_setup.sp" project file.
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Forgetest
Member
Join Date: Aug 2020
Old 01-12-2024 , 00:28   Re: [L4D & L4D2] Left 4 DHooks Direct (1.140) [03-Dec-2023]
Reply With Quote #1030

Quote:
Originally Posted by bedildewo View Post
LOL okay

Also it works so well on 2 days without any problem! such a god code.
and the last thing that bothered me is the FINALE flag nav area that cause SI spawn very long distance and stuck, is there way to do this too to make them spawn nearly and not bypass the RandomPZSpawnPosition and spawn range ?

If its asking too much just ignore this one, its not that important.
Thank you again !
PHP Code:
z_finale_spawn_mob_safety_range          600      : , "sv""cheat"  
z_finale_spawn_safety_range              300      : , "sv""cheat"  
z_finale_spawn_tank_safety_range         600      : , "sv""cheat" 
Try lowering these values.

Quote:
Originally Posted by king kong View Post
If you use this, do you still need it https://forums.alliedmods.net/showthread.php?t=333351
Shares nothing common, so pick what you need.
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