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[TF2 & L4D & L4D2] Actions


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Mystik Spiral
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Join Date: Oct 2020
Location: Orlando, FL
Old 01-19-2024 , 07:38   Re: [TF2 & L4D & L4D2] Actions
Reply With Quote #111

Great info. Thank you @BHaType!
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awesome144
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Old 02-16-2024 , 03:32   Re: [TF2 & L4D & L4D2] Actions
Reply With Quote #112

SelectMoreDangerousThreat is an optional native, but it doesn't have its own property in the methodmap? Also could I get an explanation of its callback function?
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caxanga334
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Join Date: Nov 2013
Location: Brazil
Old 02-28-2024 , 19:02   Re: [TF2 & L4D & L4D2] Actions
Reply With Quote #113

Quote:
Originally Posted by awesome144 View Post
SelectMoreDangerousThreat is an optional native, but it doesn't have its own property in the methodmap? Also could I get an explanation of its callback function?
When IVision::GetPrimaryKnownThreat is called, IContextualQuery::SelectMoreDangerousThreat is used to filter/select which Known Entity the bot should consider as it's primary threat. Generally used when selecting targets to attack.

IContextualQuery::SelectMoreDangerousThreat returns a CKnownEntity pointer and has 4 parameters: The bot itself, the bot BCC, and two known entities, threat1 and threat2. The function must return if the bot should focus on threat1 or threat2. NULL can be returned for a 'no answer'.

In the extension: function Action (any action, Address nextbot, int entity, Address threat1, Address threat2, Address& knownEntity). You have the address to threat1 and threat2. The result is stored in the last parameter: Address& knownEntity.
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little_froy
Senior Member
Join Date: May 2021
Old 03-09-2024 , 23:54   Re: [TF2 & L4D & L4D2] Actions
Reply With Quote #114

L4D2 how can I get attack target in SurvivorAttack? I want to prevent some attacks.

Solved: https://forums.alliedmods.net/showthread.php?t=346696

Last edited by little_froy; 03-11-2024 at 23:25.
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yongeni
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Join Date: Feb 2023
Old 03-11-2024 , 09:10   Re: [L4D2] Actions
Reply With Quote #115

!It will lead to many three -way map fried

0 server_srv.so!PathFollower::LadderUpdate(INex tBot*) + 0x251
1 server_srv.so!PathFollower::Update(INextBot*) + 0x273
2 server_srv.so!ChaseVictim::Update(Infected*, float) + 0x546
3 actions.ext.2.l4d2.so!hexecution<[...]> ProcessHandlerImpl<[...]>(ProcessHandlerEx<[...]>(unsigned int, ActionProcessorShared*, ActionResult<[...]> (ActionProcessorShared::*&&)(CBaseEntity*, float), CBaseEntity*&, float&)::{lambda()#1}&, Action<[...]>*, unsigned int, ActionResult<[...]> (ActionProcessorShared::*&)(CBaseEntity*, float), CBaseEntity*&, float&) [invoke.h:73 + 0x1a]
4 actions.ext.2.l4d2.so!ActionProcessorShared:: Update(CBaseEntity*, float) [actions_processor_shared.h:178 + 0x10]
5 server_srv.so!Action<Infected>::InvokeUpdate( Infected*, Behavior<Infected>*, float) + 0xed
6 server_srv.so!Action<Infected>::InvokeUpdate( Infected*, Behavior<Infected>*, float) + 0x12a
7 server_srv.so!Action<Infected>::InvokeUpdate( Infected*, Behavior<Infected>*, float) + 0x12a
8 server_srv.so!Action<Infected>::InvokeUpdate( Infected*, Behavior<Infected>*, float) + 0x12a
9 server_srv.so!Behavior<Infected>::Update(Infe cted*, float) + 0x55
10 server_srv.so!InfectedIntention::Update() + 0xd4
11 server_srv.so!INextBot::Update() + 0x84
12 server_srv.so!Infected::Update() + 0xc5
13 server_srv.so!NextBotCombatCharacter:oThink () + 0x274
14 server_srv.so!CBaseEntity:hysicsDispatchThi nk(void (CBaseEntity::*)()) + 0xa9
15 server_srv.so!CBaseEntity:hysicsRunSpecific Think(int, void (CBaseEntity::*)()) + 0xc4
16 server_srv.so!_ZN11CBaseEntity15PhysicsRunThi nkENS_14thinkmethods_tE.part.150 + 0x32
17 server_srv.so!CBaseEntity:hysicsCustom() + 0xe7
18 server_srv.so!CBaseEntity:hysicsSimulate() + 0x9e0
19 server_srv.so!Physics_SimulateEntity(CBaseEnt ity*) + 0x152
20 server_srv.so!Physics_RunThinkFunctions(bool) + 0x2d1
21 server_srv.so!CServerGameDLL::GameFrame(bool) + 0x967
22 sourcemod.2.l4d2.so!__SourceHook_FHCls_IServe rGameDLLGameFramefalse::Func + 0x9b
23 engine_srv.so!SV_Think(bool) + 0x1c8
24 engine_srv.so!SV_Frame(bool) + 0x168
25 engine_srv.so!_Host_RunFrame_Server(bool) + 0x17c
26 engine_srv.so!_Host_RunFrame(float) + 0x470
27 engine_srv.so!CHostState::State_Run(float) + 0xf8
28 engine_srv.so!CHostState::FrameUpdate(float) + 0x166
29 engine_srv.so!HostState_Frame(float) + 0x1d
30 engine_srv.so!CEngine::Frame() + 0x54f
31 engine_srv.so!CDedicatedServerAPI::RunFrame() + 0x26
32 dedicated_srv.so!RunServerIteration(bool) + 0x3c
33 dedicated_srv.so!RunServer(bool) + 0x48
34 engine_srv.so!CModAppSystemGroup::Main() + 0x8d
35 engine_srv.so!CAppSystemGroup::Run() + 0x38
36 engine_srv.so!CDedicatedServerAPI::ModInit(Mo dInfo_t&) + 0x1af
37 dedicated_srv.so!CDedicatedAppSystemGroup::Ma in() + 0xb5
38 dedicated_srv.so!CAppSystemGroup::Run() + 0x38
39 dedicated_srv.so!CAppSystemGroup::Run() + 0x38
40 dedicated_srv.so!main + 0x217
41 srcds_linux!main + 0xf2
42 libc-2.27.so!__libc_start_main + 0xf1
43 srcds_linux + 0x885
44 srcds_linux + 0x630
45 srcds_linux + 0x950
46 srcds_linux + 0x9c0
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little_froy
Senior Member
Join Date: May 2021
Old 03-12-2024 , 05:13   Re: [TF2 & L4D & L4D2] Actions
Reply With Quote #116

report: L4D2 SurvivorAttack.SelectTargetPoint can't be called if plugin late load.

Last edited by little_froy; 03-13-2024 at 21:12.
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