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[L4D/L4D2] Detonation force (1.6.1) [2013-July-18]


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Author
oirv
Junior Member
Join Date: Jul 2012
Plugin ID:
3117
Plugin Version:
1.6
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Explosions throw any near survivor or SI in the air
    Old 07-27-2012 , 20:29   [L4D/L4D2] Detonation force (1.6.1) [2013-July-18]
    Reply With Quote #1

    Requires SDK Hooks (tested with source mod 1.3.7 and SDK Hooks 2.1)

    Description:

    Explosions caused by pipe bombs, oxygen tanks, propane tanks, fuel barrels and grenade launchers throw any near survivor or SI in the air (except witches). The throw force and damange vary according to the distance of the player at the moment of the explosion.

    CVars:

    A config file will be generated at "cfg\sourcemod" directory.
    • l4d2_detonation_force_disable_gamemodes - disable the plugin in the game modes defined (separated by commas). For example, "versus,mutation12,community4" will disabled the plugin in the game modes Versus, Realism Versus and Nightmare, "*" will disable the plugin in all game modes (default "empty")
    • l4d2_detonation_force_immunity - who is immune to the explosion. 0=nobody, 1=survivors, 2=infected (default 0).
    • l4d2_detonation_force_ghost_mode - 1=Enable, 0=Disable knock back in infected ghost (default 0).
    • l4d2_detonation_scale_damage - % of explosive force as damage, this damage doesn't override the original damage of the explosive (default 0.05, namely 5%).
    • l4d2_grenade_detonation_force - grenade launcher explosive force (default 50).
    • l4d2_barrel_detonation_force - fuel barrel explosive force (default 250).
    • l4d2_pipe_detonation_force - pipe bomb explosive force (default 300).
    • l4d2_bomb_detonation_force - applies to the propane tank, oxygen tank and some generic explosions (default 250).

    Installation:

    Download the "l4d2_DetonationForce.smx" and put into your "addons\sourcemod\plugins" directory.
    Download the "l4d2_detonationforce.txt" and put into your "addons\sourcemod\gamedata" directory.
    Delete the old configuration file: "cfg\sourcemod\l4d2_detonation_force.cfg"

    Known issues:

    if you're too close to the explosion, you will not be thrown into the air (I've tried many things to fix that, but the "stun" of the explosions stop the flight).

    Changelog:
    Quote:
    1.6.1:
    • signatures update (thanks to exstream).
    1.6:
    • add new cvar "l4d2_detonation_force_disable_gamemodes" .
    • removed cvar "l4d2_detonation_force_enable" (the new variable makes it unnecessary).

    1.5:
    • add new cvar "l4d2_barrel_detonation_force".
    • add new cvar "l4d2_pipe_detonation_force".
    1.4:
    • add new cvar "l4d2_detonation_force_ghost_mode".
    • minor edits to the code.
    1.3:
    • add config file.
    • some entity checks.
    1.2:
    • fixed "invalid edict" bug.
    1.1:
    • add new cvar "l4d2_detonation_force_immunity".
    • add support for L4D 1.
    1.0: Initial release.
    Attached Files
    File Type: smx l4d2_DetonationForce.smx (7.4 KB, 1584 views)
    File Type: sp Get Plugin or Get Source (l4d2_DetonationForce.sp - 1195 views - 10.8 KB)
    File Type: txt l4d2_detonationforce.txt (780 Bytes, 1514 views)

    Last edited by oirv; 07-18-2013 at 15:49. Reason: signature update
    oirv is offline
    Zbeer
    SourceMod Donor
    Join Date: Aug 2010
    Old 07-29-2012 , 09:37   Re: [L4D2] Detonation force (2012-07-26)
    Reply With Quote #2

    Can You add an option to choose if survivors will be affected or not?
    Something like: l4d2_bomb_throw_survivors (0 - 1)
    Zbeer is offline
    Zbeer
    SourceMod Donor
    Join Date: Aug 2010
    Old 07-30-2012 , 13:48   Re: [L4D/L4D2] Detonation force (2012-07-29)
    Reply With Quote #3

    Thanks. I will test it!
    Zbeer is offline
    yokomo
    Surprise Ascot!
    Join Date: May 2010
    Location: Malaysia
    Old 07-30-2012 , 23:59   Re: [L4D/L4D2] Detonation force (2012-07-29)
    Reply With Quote #4

    Well this called explosion knockback. Good idea, make game more realistic, thanks
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    yokomo
    Surprise Ascot!
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    Old 07-31-2012 , 07:14   Re: [L4D/L4D2] Detonation force (2012-07-29)
    Reply With Quote #5

    Bug found:
    Code:
    L 07/31/2012 - 18:53:29: SourceMod error session started
    L 07/31/2012 - 18:53:29: Info (map "c6m2_bedlam") (file "errors_20120731.log")
    L 07/31/2012 - 18:53:29: [SM] Native "GetEdictClassname" reported: Invalid edict (9 - 9)
    L 07/31/2012 - 18:53:29: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 07/31/2012 - 18:53:29: [SM]   [0]  Line 95, E:\Left4Dead2Server\Explosion Knockback\l4d2_DetonationForce.sp::OnEntityDestroyed()
    L 07/31/2012 - 18:53:29: [SM] Native "GetEdictClassname" reported: Invalid edict (1 - 1)
    L 07/31/2012 - 18:53:29: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 07/31/2012 - 18:53:29: [SM]   [0]  Line 95, E:\Left4Dead2Server\Explosion Knockback\l4d2_DetonationForce.sp::OnEntityDestroyed()
    L 07/31/2012 - 18:53:29: [SM] Native "GetEdictClassname" reported: Invalid edict (10 - 10)
    L 07/31/2012 - 18:53:29: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 07/31/2012 - 18:53:29: [SM]   [0]  Line 95, E:\Left4Dead2Server\Explosion Knockback\l4d2_DetonationForce.sp::OnEntityDestroyed()
    L 07/31/2012 - 18:53:29: [SM] Native "GetEdictClassname" reported: Invalid edict (5 - 5)
    L 07/31/2012 - 18:53:29: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 07/31/2012 - 18:53:29: [SM]   [0]  Line 95, E:\Left4Dead2Server\Explosion Knockback\l4d2_DetonationForce.sp::OnEntityDestroyed()
    L 07/31/2012 - 18:53:29: [SM] Native "GetEdictClassname" reported: Invalid edict (7 - 7)
    L 07/31/2012 - 18:53:29: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 07/31/2012 - 18:53:29: [SM]   [0]  Line 95, E:\Left4Dead2Server\Explosion Knockback\l4d2_DetonationForce.sp::OnEntityDestroyed()
    L 07/31/2012 - 18:53:29: [SM] Native "GetEdictClassname" reported: Invalid edict (11 - 11)
    L 07/31/2012 - 18:53:29: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 07/31/2012 - 18:53:29: [SM]   [0]  Line 95, E:\Left4Dead2Server\Explosion Knockback\l4d2_DetonationForce.sp::OnEntityDestroyed()
    L 07/31/2012 - 18:53:36: Error log file session closed.
    Any idea what wrong here?
    __________________
    Team-MMG CS1.6 Servers:
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    ✅ Zombie Plague -- 103.179.44.152:27015
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    yokomo is offline
    oirv
    Junior Member
    Join Date: Jul 2012
    Old 07-31-2012 , 15:45   Re: [L4D/L4D2] Detonation force (1.2) [2012-07-31]
    Reply With Quote #6

    Thanks for the info. I did a little edit, try the new version and tell me if it works
    oirv is offline
    Zbeer
    SourceMod Donor
    Join Date: Aug 2010
    Old 07-31-2012 , 19:57   Re: [L4D/L4D2] Detonation force (1.2) [2012-07-31]
    Reply With Quote #7

    Create a config file. Will be nice!

    AutoExecConfig(true, "l4d2_detonation_force");
    Zbeer is offline
    gajo0650
    Member
    Join Date: Apr 2012
    Old 08-01-2012 , 19:50   Re: [L4D/L4D2] Detonation force (1.2) [2012-07-31]
    Reply With Quote #8

    hello,oirv.

    my server error log attach.
    Same error occurs.
    Quote:
    L 08/01/2012 - 19:51:56: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 19:51:56: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 19:51:56: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 19:51:56: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    check and modify pls.
    thanks.oirv

    Last edited by gajo0650; 08-01-2012 at 19:51.
    gajo0650 is offline
    Sal Grosso
    Junior Member
    Join Date: Aug 2011
    Old 08-01-2012 , 20:49   Re: [L4D/L4D2] Detonation force (1.2) [2012-07-31]
    Reply With Quote #9

    hi.

    my server error log

    Quote:
    L 08/01/2012 - 19:48:13: SourceMod error session started
    L 08/01/2012 - 19:48:13: Info (map "c7m1_docks") (file "errors_20120801.log")
    L 08/01/2012 - 19:48:13: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 19:48:13: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 19:48:13: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 19:48:13: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    L 08/01/2012 - 19:48:13: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 19:48:13: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 19:48:13: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 19:48:13: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    L 08/01/2012 - 19:48:13: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 19:48:13: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 19:48:13: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 19:48:13: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    L 08/01/2012 - 19:48:13: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 19:48:13: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 19:48:13: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 19:48:13: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    L 08/01/2012 - 19:48:14: Error log file session closed.
    L 08/01/2012 - 20:06:54: SourceMod error session started
    L 08/01/2012 - 20:06:54: Info (map "c7m2_barge") (file "errors_20120801.log")
    L 08/01/2012 - 20:06:54: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 20:06:54: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 20:06:54: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 20:06:54: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    L 08/01/2012 - 20:06:54: [SM] Native "GetEntPropVector" reported: Entity 1 (1) is invalid
    L 08/01/2012 - 20:06:54: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
    L 08/01/2012 - 20:06:54: [SM] [0] Line 130, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::Fly()
    L 08/01/2012 - 20:06:54: [SM] [1] Line 116, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnEntityDestroyed()
    L 08/01/2012 - 20:06:56: Error log file session closed.
    Sal Grosso is offline
    chatyak
    Senior Member
    Join Date: Aug 2011
    Old 08-19-2012 , 14:15   Re: [L4D/L4D2] Detonation force (1.3) [2012-08-03]
    Reply With Quote #10

    Works well. Thank you for the addition - many laughs
    chatyak is offline
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