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[L4D2] Hunter Pounce auto-kill prevention


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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 11-15-2010 , 12:21   [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #1

If a hunter has pounced a Survivor, after a certain amount of damage taken from gun-fire they will be auto-killed. Even if the hunter has 65000+ health this will occur after taking only minimal damage. Does anyone aware of a cvar (or other method) to prevent this?
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Mr. Zero
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Join Date: Jun 2009
Location: Denmark
Old 11-15-2010 , 15:27   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #2

This is not "random" or "autokill".
Its simply the survivor getting a headshot.

No matter how much health the hunter have, he WILL die of a headshot.
Thats also how skeeting works. Well and the shotgun shoots 8 pellets and would still kill the hunter if they all hit the body, but for SMGs if you get a headshot the hunter will be skeeted with only 1 bullet.

Now the fun part is on how to block this

Ofc SDKHooks with OnTakeDamage is a good candidate, but I wonder if you can somehow only block headshots with it. Hm...
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MarshalZCC
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Join Date: Feb 2010
Location: Alberta, Canada
Old 11-16-2010 , 02:22   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #3

In my testing it has not been a headshot. The hunter takes about 200 damage to all different types of hitgroups, at which point I receive a player_hurt event for about 60000+ damage. The death message does not indicate a headshot death either.

The same situation can occur while the hunter is lunging in the air. However, it can be prevented by adjusting z_pounce_damage_interrupt to a very high value. There does not seem to be a similar console variable for preventing the interruption of a hunter pounce position... the hunter always dies auto-magically after 200 damage or so, no matter his health.
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 11-16-2010 , 05:16   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #4

SDKHooks, OnTakeDamage, block anything with about 60000+ damage
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MarshalZCC
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Join Date: Feb 2010
Location: Alberta, Canada
Old 11-16-2010 , 11:08   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #5

Quote:
Originally Posted by AtomicStryker View Post
SDKHooks, OnTakeDamage, block anything with about 60000+ damage
Sounds simple enough, but this was the first thing I tried. Apparently OnTakeDamage does not "see" this magic damage. Logging both parameters from OnTakeDamage and player_hurt, this damage gets magically translated from something normal to something insanely huge.

Next?
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 11-16-2010 , 12:47   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #6

Block all Damage using OnTakeDamage, subtract damage from health in plugin, kill if Hunter should die
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 11-16-2010 , 14:40   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #7

This does seem like an extreme approach. Applying the damage manually would get the job done, but would be less than ideal. I was hoping that someone might know of a console variable similar to what I mentioned above, but if nothing elegant can be done I may have do what you are suggesting.

One other interesting thing I noticed in my comparison of data between OnTakeDamage and the player_hurt information, is that the damage in the latter is slightly less. Perhaps its modified based on the game mode, difficulty, hitgroup, etc, but applying damage manually in OnTakeDamage would definitely be less accurate it seems.
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Sammy-ROCK!
Senior Member
Join Date: Jun 2008
Location: Near Mrs.Lag
Old 11-16-2010 , 15:09   Re: [L4D2] Hunter Pounce auto-kill prevention
Reply With Quote #8

To find where the bullet hit it's though TraceAttack...
Code:
// TraceAttack 
    Action:public(victim, &attacker, &inflictor, &Float:damage, &damagetype, &ammotype, hitbox, hitgroup),

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