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[L4D] Exact FF Damage Announcer (1.4)


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Apfrank2008
Junior Member
Join Date: Jul 2009
Old 08-18-2009 , 23:52   Re: [L4D] Exact FF Damage Announcer
Reply With Quote #11

Excellent plugin! Perhaps a center display text would be a nice addition?
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Whosat
Senior Member
Join Date: Nov 2007
Location: Singapore
Old 08-19-2009 , 05:39   Re: [L4D] Exact FF Damage Announcer
Reply With Quote #12

Quote:
Originally Posted by Apfrank2008 View Post
Excellent plugin! Perhaps a center display text would be a nice addition?
If you do that, could you please make it an option between hint text and that?

Because some plugins conflict with centertext, and some players might want to actually see the ff damage nice and clear. (Centertext is small and appears for a short while only)
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Frus
Senior Member
Join Date: Aug 2009
Old 08-20-2009 , 07:42   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #13

I added a cvar to allow you to change it to hint text or center text instead of in chat.

I don't recommend it though, as if you do FF to multiple people it will only show the damage you did to one of them if you use anything other than chat.
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Whosat
Senior Member
Join Date: Nov 2007
Location: Singapore
Old 08-22-2009 , 01:13   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #14

Frus,
Quote:
L 08/22/2009 - 12:010: Info (map "l4d_hospital02_subway") (file "errors_20090822.log")
L 08/22/2009 - 12:010: [SM] Native "GetClientName" reported: Client 2 is not connected
L 08/22/2009 - 12:010: [SM] Displaying call stack trace for plugin "l4dffannounce.smx":
L 08/22/2009 - 12:010: [SM] [0] Line 72, l4dffannounce.sp::AnnounceFF()
Add a IsClientInGame/IsClientConnected somewhere.
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Frus
Senior Member
Join Date: Aug 2009
Old 08-24-2009 , 11:18   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #15

Whosat or anybody else having that issue, could you try the version attached to this post and tell me if you get any errors with it, thanks.
Attached Files
File Type: sp Get Plugin or Get Source (l4dffannounce.sp - 565 views - 4.4 KB)
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olj
Veteran Member
Join Date: Jun 2009
Old 08-24-2009 , 12:54   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #16

I suggest using this, kinda universal validation checking. And much easier to use.
PHP Code:
public IsValidClient (client)
{
    if (
client == 0)
        return 
false;
    
    if (!
IsClientConnected(client))
        return 
false;
    
    if (
IsFakeClient(client))
        return 
false;
    
    if (!
IsClientInGame(client))
        return 
false;
    if (!
IsPlayerAlive(client))
        return 
false;
    return 
true;

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Frus
Senior Member
Join Date: Aug 2009
Old 08-24-2009 , 13:42   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #17

Thanks for the code, If I'm still having issues with errors I'll try to work it in, but I don't think I should have a problem with it as is.
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Dragonshadow
BANNED
Join Date: Jun 2008
Old 08-26-2009 , 22:10   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #18

Quote:
Originally Posted by olj View Post
I suggest using this, kinda universal validation checking. And much easier to use.
PHP Code:
public IsValidClient (client)
{
    if (
client == 0)
        return 
false;
    
    if (!
IsClientConnected(client))
        return 
false;
    
    if (
IsFakeClient(client))
        return 
false;
    
    if (!
IsClientInGame(client))
        return 
false;
    if (!
IsPlayerAlive(client))
        return 
false;
    return 
true;

That !IsPlayerAlive doesn't fit the "isvalidclient" name of the command. You don't need to know if they're alive just to know if they're a valid client.

Gj otherwise.
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olj
Veteran Member
Join Date: Jun 2009
Old 08-27-2009 , 03:51   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #19

Quote:
Originally Posted by Dragonshadow View Post
That !IsPlayerAlive doesn't fit the "isvalidclient" name of the command. You don't need to know if they're alive just to know if they're a valid client.

Gj otherwise.
I didnt even edit this, just pasted as it is from pillsaddiction, many plugins uses such checks to ease job, and player alive check i added in pillsaddiction for my needs.

I think checking if player is alive is important for FF damage display anyway. You wont deal any dmg to dead survivor (unless he becomes zombie ), will you? Though it's not that necessary.
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 09-11-2009 , 09:00   Re: [L4D] Exact FF Damage Announcer (1.2)
Reply With Quote #20

Are you still working on this Frus ?

Use MaxClients instead of MaxPlayers in the for loop.

Greetings ~Berni
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