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[L4D1] Witch Glow


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Author
th3y
Junior Member
Join Date: Jan 2014
Plugin ID:
6610
Plugin Version:
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Adds a glow to every witch, works on Coop & Versus in Left 4 Dead 1
    Old 06-19-2019 , 23:53   [L4D1] Witch Glow
    Reply With Quote #1



    PREVIEW VIDEO


    i did this plugin a few years ago but didn't tried to finish it because my other projects, it's 99% complete now.

    DESCRIPTION
    Adds a glow to every witch, works on Coop & Versus in Left 4 Dead 1

    CVARS
    l4d_witchglow_team (Default 3)
    -1: All Teams, 1: Only Spectator Team, 2: Only Survivor Team, 3: Only Infected Team

    KNOWN BUGS
    - Glitchy Animations Sometimes.

    Attached Files
    File Type: sp Get Plugin or Get Source (l4d_witchglow.sp - 1344 views - 4.3 KB)
    __________________

    Last edited by th3y; 06-20-2019 at 02:44.
    th3y is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 06-20-2019 , 02:11   Re: [L4D1] Witch Glow
    Reply With Quote #2

    Hi,

    Nice plugin
    __________________

    Last edited by Silvers; 06-20-2019 at 03:19.
    Silvers is offline
    th3y
    Junior Member
    Join Date: Jan 2014
    Old 06-20-2019 , 02:27   Re: [L4D1] Witch Glow
    Reply With Quote #3

    Quote:
    Originally Posted by Silvers View Post
    Hi, SMX not required.

    Change IsValidEntRef to:
    PHP Code:
    bool IsValidEntRef(int entity)
    {
        return 
    entity && EntRefToEntIndex(entity) != INVALID_ENT_REFERENCE;

    I don't think IsValidEntity is needed here, a valid index should mean a valid entity.

    AcceptEntityInput("Kill") is safer than RemoveEdict.

    PHP Code:
    // Theres no point of this
    decl nSequencenAnimTime

    // Do
    new nSequencenAnimTime 
    I suggest using EntIndexToEntRef(witch) and passing that into the timer instead of just the witch entity index, and converting it back RefToIndex to validate.

    Also suggest using new syntax.


    Nice plugin though.

    Done, thank you for the feedback
    __________________
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    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 06-20-2019 , 18:14   Re: [L4D1] Witch Glow
    Reply With Quote #4

    Quote:
    Originally Posted by th3y View Post
    - Glitchy Animations Sometimes.
    Change from using a 0.1 timer to SDKHook_Think and do the processing in there.
    __________________
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    disawar1
    AlliedModders Donor
    Join Date: Aug 2011
    Location: Russian
    Old 07-06-2019 , 16:01   Re: [L4D1] Witch Glow
    Reply With Quote #5

    Looks similar to mine and Scratchy [Laika] 2013-14 Witch Glow plugin that we never bothered to release. As long as I remember there was the same problem with glitchy animations but I didn't have more time on l4d to finish the plugin. My last note was "to sync dummy glow we need find a way to set rage, body_pitch anim param". It looks like m_flPoseParameter is what I wanted to find. Good job.
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    HarryPotter
    Veteran Member
    Join Date: Sep 2017
    Location: Taiwan, Asia
    Old 07-26-2019 , 05:17   Re: [L4D1] Witch Glow
    Reply With Quote #6

    nice plugin
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    HarryPotter
    Veteran Member
    Join Date: Sep 2017
    Location: Taiwan, Asia
    Old 07-27-2019 , 05:15   Re: [L4D1] Witch Glow
    Reply With Quote #7

    Quote:
    Originally Posted by Silvers View Post
    Change from using a 0.1 timer to SDKHook_Think and do the processing in there.
    Great idea, I rewrite the code and try SDKHook_Think,
    it seems that glow smooth better
    __________________
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    loio
    Member
    Join Date: Apr 2022
    Old 04-27-2022 , 01:46   Re: [L4D1] Witch Glow
    Reply With Quote #8

    can one such it possible on left 4 dead 2
    loio is offline
    Reply



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