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[L4D2]survivor tallents


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Author
rekcah
Member
Join Date: Jun 2019
Plugin ID:
6908
Plugin Version:
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    survivors can pick special abilities
    Old 01-19-2020 , 02:15   [L4D2]survivor tallents
    Reply With Quote #1

    the original developer of this plugin has stopped working on it so iv'e taken over too fix a few bugs and add some new features.

    original post
    https://forums.alliedmods.net/showthread.php?t=273312

    current changes
    - can change classes before round starts.
    - fixed class limit exploit
    - added command "!classes" to show who is what class.
    - added command "!classinfo" to show what each class does.
    - saboteur goes invisible faster and moves faster while crouched
    - commando now gets different bonus damage for different guns
    - changed engineer to work with auto turrets.

    - turrets no longer require another plugin. (combining the 2 plugins into 1 removed a very large exploit)

    - fixed possible server crashing bug related to engineer class.
    - medic keeps healing ability if killed and defib'd.
    - fixed flying athlete bug


    ill try to keep this updated as i make changes so the server admins can keep there servers updated too.

    not sure why get plugin wont work.(it compiles fine with the online compiler) so ill leave a compiled version as well.


    Updated version with various fixes by Silvers found here.

    (smx deleted by Silvers, not required, compiler was set to 1.1 and should have been set to a newer verison. Had 121 views.)
    Attached Files
    File Type: sp Get Plugin or Get Source (DLR_Talents_updated.sp - 574 views - 73.3 KB)

    Last edited by Silvers; 11-20-2021 at 23:28.
    rekcah is offline
    sonic155
    Senior Member
    Join Date: Mar 2019
    Old 01-20-2020 , 07:29   Re: [L4D2]survivor tallents
    Reply With Quote #2

    Anyway of the plugn not showing up on screen as players join?

    My server has a rules set on join and this plugin is bugging out with it

    and is there a way to disable some of the classes?
    not to happy about the ATHLETE class the whole autobunny hop is a fast pass on my server anyway of disabling it?

    maybe adding a cvar to make it where players can switch or can not switch roles so players stay the class they picked though the whole Campaign and not swtich all the time?
    ~~~~

    Test video here [ https://www.youtube.com/watch?v=0K1tYi-MXHE ]

    log file I said I would copy and paste
    ~~~
    L 01/20/2020 - 06:43:10: [SM] Call stack trace:
    L 01/20/2020 - 06:43:10: [SM] [1] Line 1193, DLRTalentsoriginalupdatestart.sp::OnTakeDamag ePre
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 889, DLRTalentsoriginalupdatestart.sp::TimerLoadGl obal
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 894, DLRTalentsoriginalupdatestart.sp::TimerLoadCl ient
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 889, DLRTalentsoriginalupdatestart.sp::TimerLoadGl obal
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 894, DLRTalentsoriginalupdatestart.sp::TimerLoadCl ient
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 889, DLRTalentsoriginalupdatestart.sp::TimerLoadGl obal
    L 01/20/2020 - 06:43:19: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 06:43:19: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 06:43:19: [SM] Call stack trace:
    L 01/20/2020 - 06:43:19: [SM] [0] SDKHook
    L 01/20/2020 - 06:43:19: [SM] [1] Line 894, DLRTalentsoriginalupdatestart.sp::TimerLoadCl ient
    ~~

    Test video here [ https://www.youtube.com/watch?v=KuHtwEFKgfU ]

    ~~
    log file during test listed here

    ~~

    L 01/20/2020 - 08:530: [SM] Exception reported: Array index out-of-bounds (index -2088316651, limit 66)
    L 01/20/2020 - 08:530: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:530: [SM] Call stack trace:
    L 01/20/2020 - 08:530: [SM] [1] Line 1193, /home/forums/content/files/2/9/2/9/4/2/179389.attach::OnTakeDamagePre
    SCRIPT PERF WARNING --- "<lambda or free run script>" ran long at 3.656328ms



    L 01/20/2020 - 08:47:27: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:27: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:27: [SM] Call stack trace:
    L 01/20/2020 - 08:47:27: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:27: [SM] [1] Line 889, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadGlobal
    L 01/20/2020 - 08:47:27: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:27: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:27: [SM] Call stack trace:
    L 01/20/2020 - 08:47:27: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:27: [SM] [1] Line 894, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadClient
    L 01/20/2020 - 08:47:27: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:27: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:27: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 889, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadGlobal
    L 01/20/2020 - 08:47:28: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:28: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:28: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 894, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadClient
    L 01/20/2020 - 08:47:28: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:28: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:28: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 889, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadGlobal
    L 01/20/2020 - 08:47:28: [SM] Exception reported: Entity 6 is invalid
    L 01/20/2020 - 08:47:28: [SM] Blaming: DLRTalentsoriginalupdatestart.smx
    L 01/20/2020 - 08:47:28: [SM] Call stack trace:
    L 01/20/2020 - 08:47:28: [SM] [0] SDKHook
    L 01/20/2020 - 08:47:28: [SM] [1] Line 894, /home/forums/content/files/2/9/2/9/4/2/179389.attach::TimerLoadClient

    ~~

    Last edited by sonic155; 01-20-2020 at 12:09. Reason: adding test video
    sonic155 is offline
    rekcah
    Member
    Join Date: Jun 2019
    Old 01-22-2020 , 06:15   Re: [L4D2]survivor tallents
    Reply With Quote #3

    So the tallents where designed for versus, cant guarantee it to work for campaign.

    the medic is meant to only heal teammates, ie so you have to protect your medic.

    The saboteur does work however you wont be able to tell if you're invisible you just have to count seconds. It will not hide you from ai tho. The bombs should be si only triggerd, so commons and witch wont set it off, only play controllable infected will, the bombs are meant to be hidden so infected trigger them.

    The brawlers only ability is meant to be a crazy amount of heath. The original plugin creators had a massive fight over it so it was nerver 100% completed.

    As for athlete just get yourself a plugin to block bhopping, that should fix block bhop for you. im not sure why your jump was so low. Never seen that weird bouncing before makes me think it was another plugin doing it.

    The engineer wont work until the round started, thats a reason campaign isnt really suported, same reason the selected class doesn't lock.

    I might try adding support for campaign but no guarantees.
    rekcah is offline
    EatingPizza
    Junior Member
    Join Date: Oct 2012
    Location: Atlanta
    Old 01-29-2020 , 00:25   Re: [L4D2]survivor tallents
    Reply With Quote #4

    Quote:
    Originally Posted by sonic155 View Post
    Anyway of the plugn not showing up on screen as players join?
    ~~
    In the Event_PlayerSpawn function, comment out the CreateTimer func call for CreatePlayerClassMenuDelay (and the "else" on the line above it), then recompile.


    Quote:
    Originally Posted by sonic155 View Post
    and is there a way to disable some of the classes?
    ~~
    Sure, just set: sm_cvar talents_athelete_max "0"
    EatingPizza is offline
    eyeonus
    Member
    Join Date: Jul 2009
    Old 01-14-2021 , 05:12   Re: [L4D2]survivor tallents
    Reply With Quote #5

    The Engineer turret is not auto-firing like it's supposed to. It just sits there. Any ideas why?
    eyeonus is offline
    azureblue
    Member
    Join Date: Oct 2021
    Location: Two Steps from Hell
    Old 10-15-2021 , 07:33   Re: [L4D2]survivor tallents
    Reply With Quote #6

    This plugin is great!, but sad no one willing to update this plugin to works perfectly in co-op campaign mode and maybe also can improve some classes like saboteur, athlete and brawler ability which those classes are less useful than any other classes. Or at least remove errors in console about TimerLoadCLient and TimerLoadGlobal in console which always spamming every second. thanks!
    azureblue is offline
    Marttt
    Veteran Member
    Join Date: Jan 2019
    Location: Brazil
    Old 10-15-2021 , 07:54   Re: [L4D2]survivor tallents
    Reply With Quote #7

    Not hard to fix the TimerLoadClient but this plugin has too many lines that may fix one thing and appear another broken.

    Btw timers should always be called using userid or entity reference, as good practise, to prevent this kind of errors.

    A quick fix would be checking if the client is connected inside the timer.
    __________________
    Marttt is offline
    azureblue
    Member
    Join Date: Oct 2021
    Location: Two Steps from Hell
    Old 10-15-2021 , 08:19   Re: [L4D2]survivor tallents
    Reply With Quote #8

    Quote:
    Originally Posted by Marttt View Post
    Not hard to fix the TimerLoadClient but this plugin has too many lines that may fix one thing and appear another broken.

    Btw timers should always be called using userid or entity reference, as good practise, to prevent this kind of errors.

    A quick fix would be checking if the client is connected inside the timer.
    wow it was fast reply haha.
    well, maybe i should satisfied with this current plugin update and waiting author for launch another update since i have no idea at all about how to edit coding in .sp file.

    btw, thanks alot marttt for fast reply and i'm also using some your plugins too for a long times, and all of them are worked perfectly till now without getting any error. have a good day marttt !
    azureblue is offline
    Hawkins
    Senior Member
    Join Date: Jul 2021
    Old 10-28-2021 , 18:02   Re: [L4D2]survivor tallents
    Reply With Quote #9

    Is there a way to change Engineers Selection Menu, so that "Remove Turret" Always appears on the top, that is on 1. ? Its to prevent accidentely placing amo pile while trying to remove a turret when turret max number is not filled.
    Also, Saboteurs bomb causes too many particles that sometimes causes server to crash few seconds after detonation and is dealing friendly fire to survivors, same amount as for infected, even when setting CVAR to deal damage to survivors to "0"
    Hawkins is offline
    Rego
    Junior Member
    Join Date: Nov 2021
    Old 11-10-2021 , 20:13   Re: [L4D2]survivor tallents
    Reply With Quote #10

    Quote:
    Originally Posted by EatingPizza View Post
    In the Event_PlayerSpawn function, comment out the CreateTimer func call for CreatePlayerClassMenuDelay (and the "else" on the line above it), then recompile.




    Sure, just set: sm_cvar talents_athelete_max "0"
    Hi, i have a ask for you, there are someway to do that sm_cvar execute automatically when i start the server? like a CVAR in the .TXT, i tried already put in my "cvar.txt" but doesn´t works.
    Rego is offline
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