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L4D Ledge Release


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madcap
Senior Member
Join Date: Feb 2009
Old 11-29-2009 , 09:07   Re: L4D Ledge Release
Reply With Quote #51

Quote:
Originally Posted by AtomicStryker View Post
Works fine in L4D2, except the chat coloring doesn't work. The /x03's are printed, looking a bit odd.
Thanks for the info. Will get this fixed up and posted.
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 04-12-2010 , 06:21   Re: L4D Ledge Release
Reply With Quote #52

intermittently doesn't allow you to drop down, it will look like you're dropping down, then you'll be back on the ledge
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 04-24-2010 , 11:45   Re: L4D Ledge Release
Reply With Quote #53

Quote:
Originally Posted by ne0cha0s View Post
intermittently doesn't allow you to drop down, it will look like you're dropping down, then you'll be back on the ledge
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Fleepster99
Senior Member
Join Date: Apr 2010
Old 05-19-2010 , 09:57   Re: L4D Ledge Release
Reply With Quote #54

Quote:
Originally Posted by ne0cha0s View Post
intermittently doesn't allow you to drop down, it will look like you're dropping down, then you'll be back on the ledge
I had the same problem so i used crimsonGT's plugin on page 1 and it works fine so far
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PatPeter
Member
Join Date: Apr 2009
Location: Chicago
Old 06-22-2010 , 16:53   Re: L4D Ledge Release
Reply With Quote #55

So is the version attached to the initial post the most up to date?

Also, have the messages for L4D2 been fixed yet? Should be fairly easy, I'd try but ESS is my specialty.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 10-16-2010 , 06:44   Re: L4D Ledge Release
Reply With Quote #56

This plugin interferes with panxiohais "l4d_selfhelp", which uses CROUCH to pull yourself up while hanging off a ledge or being incapped. I tried to replace all "USE" with "ATTACK2" but nothing happens whatsoever. Is this plugin working anyway ?
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Ellie
Senior Member
Join Date: Apr 2013
Old 12-26-2014 , 00:21   Re: L4D Ledge Release
Reply With Quote #57

Can someone please modify this to use the jump key instead?
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Pyc
Senior Member
Join Date: Jan 2014
Old 06-27-2016 , 11:51   Re: L4D Ledge Release
Reply With Quote #58

possible to stop sounds after jump down?
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geipoe
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Join Date: Sep 2016
Location: https://t.me/pump_upp
Old 02-02-2018 , 17:44   Re: L4D Ledge Release
Reply With Quote #59

It's sad to find it can't stop the hanging music when the player release from the ledge with the help of the plugin,i have tried many times to solve it,and finally,i find a not smart way to solve the problem.
Here's the add:
The playerConut is to check if the player is the single one play the game,add the commands
Code:
sm_cvar sb_all_bot_game 1
sm_cvar allow_all_bot_survivor_team 1
on the server and enable the playerConut,the game will not restart because of the no player in game.
I am not good at code, I just make it available to me. You can download it if you are interested.
I also see someone dislike the DUCK button because it interferes with panxiohai's selfhelp plugin,i have the same situation,i just make a change from
Code:
        if (bIncap && bHang)
	{
		if ((Buttons[client] & IN_DUCK) && !(buttons & IN_DUCK) && !IgnoreCrouch[client]) // Duck released, not ignoring
		{
			new rescuer = GetEntProp(client, Prop_Send, "m_reviveOwner");
			if (rescuer > 0)
			{
				PrintToChat(client, "You cannot let go while being rescued.");
			}
			else
			{
				if (HangTime[client] < GetGameTime())
					OnPlayerDrop(client);
				else
					PrintToChat(client, "You must hang for at least %.2f seconds before letting go.", GetConVarFloat(minHang));
			}	
		}
		else if ((Buttons[client] & IN_DUCK) && !(buttons & IN_DUCK) && IgnoreCrouch[client]) // Duck released, ignoring
		{
			IgnoreCrouch[client] = false;
		}
	}
	else if (!bIncap)
	{
		Health[client] = GetClientHealth(client);
		HangTime[client] = GetGameTime() + GetConVarFloat(minHang);
		if (buttons & IN_DUCK)
			IgnoreCrouch[client] = true; //If we are crouched before we begin to hang, ignore the first release
		else
			IgnoreCrouch[client] = false;
	}
to
Code:
        if (bIncap && bHang)
	{
		if ((Buttons[client] & IN_RELOAD) && !(buttons & IN_RELOAD) && !IgnoreCrouch[client]) // Duck released, not ignoring
		{
			new rescuer = GetEntProp(client, Prop_Send, "m_reviveOwner");
			if (rescuer > 0)
			{
				PrintToChat(client, "You cannot let go while being rescued.");
			}
			else
			{
				if (HangTime[client] < GetGameTime())
					OnPlayerDrop(client);
				else
					PrintToChat(client, "You must hang for at least %.2f seconds before letting go.", GetConVarFloat(minHang));
			}	
		}
		else if ((Buttons[client] & IN_RELOAD) && !(buttons & IN_RELOAD) && IgnoreCrouch[client]) // Duck released, ignoring
		{
			IgnoreCrouch[client] = false;
		}
	}
	else if (!bIncap)
	{
		Health[client] = GetClientHealth(client);
		HangTime[client] = GetGameTime() + GetConVarFloat(minHang);
		if (buttons & IN_RELOAD)
			IgnoreCrouch[client] = true; //If we are crouched before we begin to hang, ignore the first release
		else
			IgnoreCrouch[client] = false;
	}
from "DUCK" to "RELOAD",it works for me.
Sorry for my poor English.
Attached Files
File Type: sp Get Plugin or Get Source (ledge_release.sp - 458 views - 6.0 KB)

Last edited by geipoe; 02-02-2018 at 18:05.
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 02-02-2018 , 18:45   Re: L4D Ledge Release
Reply With Quote #60

Quote:
Originally Posted by geipoe View Post
It's sad to find it can't stop the hanging music when the player release from the ledge with the help of the plugin,i have tried many times to solve it,and finally,i find a not smart way to solve the problem.
Try creating an event to the client
https://wiki.alliedmods.net/Left_4_d...revive_success

and creating your own event and firing it on the client.
https://sm.alliedmods.net/new-api/events/CreateEvent
https://sm.alliedmods.net/new-api/events/FireEvent

My guess is the client is expecting the event to fire which does stuff
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