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[L4D2] Model Based Vocalizations


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Edison1318
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Join Date: Nov 2015
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Old 04-27-2016 , 04:34   Re: [L4D2] Model Based Vocalizations
Reply With Quote #21

Here's the errors.
Attached Files
File Type: log errors_20160427.log (7.7 KB, 135 views)
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cravenge
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Old 04-28-2016 , 10:56   Re: [L4D2] Model Based Vocalizations
Reply With Quote #22

Important Reminders:

-=Since I was receiving humongous error logs about "Array index out of bounds", I found out that the max array size of the scenes already exceeded after putting PlayerChoke vocalizations.=-
-=Now I am planning to do a part two of this plugin but I'm gonna test it out first because it's not ready yet for public consumption.=-
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cravenge
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Old 04-28-2016 , 23:55   Re: [L4D2] Model Based Vocalizations
Reply With Quote #23

Updated to 2.0 again:

==> Minor code cleaning.
==> Added checks for other special infected in case for part two of plugin so they don't conflict.

Last edited by cravenge; 04-30-2016 at 00:28.
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cravenge
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Old 04-29-2016 , 03:23   Re: [L4D2] Model Based Vocalizations
Reply With Quote #24

Uploaded 1.0: [Part two]

==> Now released since it has no bugs during testing.
==> All vocalizations for now are: PlayerBoomerReaction, PlayerReactionBoomerVomit, PlayerReactionDisgusted, PlayerScreamWhilePounced, PlayerGrabbedByJockey, and PlayerGrabbedByCharger.
==> All event hooks are: lunge_pounce, jockey_ride, and charger_pummel_start for the scenes to fire, pounce_end, pounce_stopped, jockey_ride_end, and charger_pummel_end to cancel them, ability_use as check for brutal hunter pounce plugin, and round_start, round_end, mission_lost, and map_transition for resetting them all over.
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cravenge
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Old 04-30-2016 , 00:22   Re: [L4D2] Model Based Vocalizations
Reply With Quote #25

Part one updated to 2.1:

==> Now survivors laugh after Tank's death.

Updated to 2.2:

==> Found out the culprit making survivors mute when hanging from ledges. Testing it first before releasing again.

Last edited by cravenge; 05-03-2016 at 07:25.
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cravenge
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Old 05-01-2016 , 01:03   Re: [L4D2] Model Based Vocalizations
Reply With Quote #26

EDIT 3: Aha, I found the way to make vocalization on picking up things working. I was missing "player_use" event hook to trigger both "item_pickup" and "weapon_pickup". Oh, how could I've been so blind?

Last edited by cravenge; 05-04-2016 at 02:04.
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cravenge
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Old 05-03-2016 , 07:25   Re: [L4D2] Model Based Vocalizations
Reply With Quote #27

Part one updated to 2.3:

==> Fixed said bug in first post.
==> Really the final version.
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cravenge
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Old 05-05-2016 , 11:22   Re: [L4D2] Model Based Vocalizations
Reply With Quote #28

Final Major Update To 2.5: (P1)

==> Fixed annoying, irritating, and non-removable bugs:
  • No Victory Laughs - I accidentally added a check for survivors who are incapacitated and now replaced it with a check for those who are standing still.
  • 1 Choke Vocalize - How stupid am I not to notice that choke_start fires only once, not repeated. Code now replaced with a repeating 3 seconds timer.
  • Array Index Out Of Bounds - I noticed now that this error comes from only one event -> "choke_start" that only fire once when drag_end event hook has finished. Hopefully, it would remove this one with the above solution.

So there's a complete cleaning and enhancing, now part one should be bug-free. And, part two now is almost ready for public consumption as I found a way to properly vocalize specific weapons. Weeeeee!

Last edited by cravenge; 05-05-2016 at 11:23.
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Krufftys Killers
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Join Date: Jan 2014
Old 05-06-2016 , 07:24   Re: [L4D2] Model Based Vocalizations
Reply With Quote #29

L 05/06/2016 - 07:01:44: SourceMod error session started
L 05/06/2016 - 07:01:44: Info (map "l4d2_scream02_goingup") (file "errors_20160506.log")
L 05/06/2016 - 07:01:44: [SM] Native "GetEntPropString" reported: Entity 2 (2) is invalid
L 05/06/2016 - 07:01:44: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/06/2016 - 07:01:44: [SM] [0] Line 2383, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/06/2016 - 07:01:45: [SM] Native "GetEntPropString" reported: Entity 4 (4) is invalid
L 05/06/2016 - 07:01:45: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/06/2016 - 07:01:45: [SM] [0] Line 2383, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/06/2016 - 07:01:48: [SM] Native "GetEntPropString" reported: Entity 5 (5) is invalid
L 05/06/2016 - 07:01:48: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/06/2016 - 07:01:48: [SM] [0] Line 2383, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/06/2016 - 07:01:51: [SM] Native "GetEntPropString" reported: Entity 2 (2) is invalid
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cravenge
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Old 05-06-2016 , 10:14   Re: [L4D2] Model Based Vocalizations
Reply With Quote #30

Quote:
Originally Posted by Krufftys Killers View Post
L 05/06/2016 - 07:01:44: SourceMod error session started
L 05/06/2016 - 07:01:44: Info (map "l4d2_scream02_goingup") (file "errors_20160506.log")
L 05/06/2016 - 07:01:44: [SM] Native "GetEntPropString" reported: Entity 2 (2) is invalid
L 05/06/2016 - 07:01:44: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/06/2016 - 07:01:44: [SM] [0] Line 2383, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/06/2016 - 07:01:45: [SM] Native "GetEntPropString" reported: Entity 4 (4) is invalid
L 05/06/2016 - 07:01:45: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/06/2016 - 07:01:45: [SM] [0] Line 2383, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/06/2016 - 07:01:48: [SM] Native "GetEntPropString" reported: Entity 5 (5) is invalid
L 05/06/2016 - 07:01:48: [SM] Displaying call stack trace for plugin "model-based_vocalizations_pt1-l4d2.smx":
L 05/06/2016 - 07:01:48: [SM] [0] Line 2383, model-based_vocalizations_pt1-l4d2.sp::CallForHelpDelay()
L 05/06/2016 - 07:01:51: [SM] Native "GetEntPropString" reported: Entity 2 (2) is invalid
Okay, I've encountered this too. Please wait for the next update, maybe tomorrow because right now it's already 110 PM in Phil.
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