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(L4D2) Witch Attack Random


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edwinvega86
Member
Join Date: Feb 2016
Old 07-16-2018 , 05:32   (L4D2) Witch Attack Random
Reply With Quote #1

Hello friends. I tell you a sad story about a Witch that I could not finish. were several stormy nights on the map sacrifice tried to give some avilities wing witch I did not find any complement to do this but when it was all finished and working then trying on my local network with some friends only appeared the normal witch How do you all know him and ask me what happened to that Witch? I began to review because I realized that the witch only works in the sacrifice that was the map with which I made tests? then it would never have worked if I had tried another map. since my local network does not play in expert I hope not to bother the authors by taking some codes, these are the skills 1 claw death 2 claw with vomitona 3 claw black and white 4 horde when the witch dies 5 witch with more HP 6 witch It will not stop until everyone is incapasited. and the cmd test I'm doing for the final shelter door 3 witch do not stop until you kill everyone. When the identity of the witch is recognized, the message XD will come out, what I do not understand is that it only recognizes in the map the sacrifice or in some cases you reinitiate the map and that's it. but on the other maps no, someone could repair this or improve it, please Or just that it works on the other maps.

forgive for the bad English.: oops:
Attached Files
File Type: sp Get Plugin or Get Source (L4D2 Witch Attack Random.sp - 74 views - 30.0 KB)
File Type: sp Get Plugin or Get Source (Test witch.sp - 61 views - 1,013 Bytes)
File Type: txt l4d2addresses.txt (23.2 KB, 41 views)

Last edited by edwinvega86; 07-16-2018 at 06:03.
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Crasher_3637
AlliedModders Donor
Join Date: May 2012
Old 07-16-2018 , 06:35   Re: (L4D2) Witch Attack Random
Reply With Quote #2

Um... And the Witches lived happily ever after...?

Great story but I can't understand anything you just wrote.
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edwinvega86
Member
Join Date: Feb 2016
Old 07-16-2018 , 20:27   Re: (L4D2) Witch Attack Random
Reply With Quote #3

Quote:
Originally Posted by Crasher_3637 View Post
Um... And the Witches lived happily ever after...?
Crasher 3637 thanks for your comment.
Sorry for the mess of the code I'm not very good.

PHP Code:
new bool:witch1[MAXPLAYERS+1] = {false, ...};
new 
bool:witch2[MAXPLAYERS+1] = {false, ...};
new 
bool:witch3[MAXPLAYERS+1] = {false, ...};
new 
bool:witch4[MAXPLAYERS+1] = {false, ...};
new 
bool:witch5[MAXPLAYERS+1] = {false, ...};

public 
OnPluginStart()
{
    
HookEvent("witch_spawn"witch_spawn);
}
public 
Action:witch_spawn(Handle:h_Event, const String:s_Name[], bool:b_DontBroadcast)
{
    
decl i_Witch;
    
    
i_Witch GetEventInt(h_Event"witchid");
    
    if (
IsValidEdict(i_Witch))
    {
        
SetEntProp(i_WitchProp_Send"m_fFlags"GetEntityFlags(i_Witch) | FL_DUCKING);
        
witch1[i_Witch] = false;
        
witch2[i_Witch] = false;
        
witch3[i_Witch] = false;
        
witch4[i_Witch] = false;
        
witch5[i_Witch] = false;
        
CreateTimer(1.0DelaySetTracei_WitchTIMER_REPEAT TIMER_FLAG_NO_MAPCHANGE);
    }
}
public 
Action:DelaySetTrace(Handle:timerany:i_Witch)
{
    
PrintToChatAll"\x05[Test]\x04 special witch created.");
    return 
Plugin_Stop;

there is some surer way that the identity of the witch recognize
PHP Code:
witch1[i_Witch] = false;
witch2[i_Witch] = false;
witch3[i_Witch] = false;
witch4[i_Witch] = false;
witch5[i_Witch] = false
because if you do not recognize it, the timer never starts and it will not give the witch a lift.
PHP Code:
CreateTimer(1.0DelaySetTracei_WitchTIMER_REPEAT TIMER_FLAG_NO_MAPCHANGE); 
for some reason it only works on the sacrifice map excuse me english I'm using translator google
edwinvega86 is offline
Crasher_3637
AlliedModders Donor
Join Date: May 2012
Old 07-16-2018 , 20:39   Re: (L4D2) Witch Attack Random
Reply With Quote #4

I'm taking a look at both files and you seem to have a lot of out-of-place indentations.

Like this:

PHP Code:
stock bool:IsPointInSaferoom(Float:Origin[3])
{
        new 
FloatxMinFloatxMax;
        new 
FloatyMinFloatyMax;
        new 
FloatzMinFloatzMax;

        if (
CPStartRotate != 0.0){RotatePoint(CPStartLocAOrigin[0], Origin[1], CPStartRotate);}
        if (
CPStartLocA[0] < CPStartLocB[0]){xMin CPStartLocA[0];xMax CPStartLocB[0];}else{xMin CPStartLocB[0];xMax CPStartLocA[0];}
        if (
CPStartLocA[1] < CPStartLocB[1]){yMin CPStartLocA[1];yMax CPStartLocB[1];}else{yMin CPStartLocB[1];yMax CPStartLocA[1];}
        if (
CPStartLocA[2] < CPStartLocB[2]){zMin CPStartLocA[2];zMax CPStartLocB[2];}else{zMin CPStartLocB[2];zMax CPStartLocA[2];}
        
        if (
Origin[0] >= xMin && Origin[0] <= xMax &&  Origin[1] >= yMin && Origin[1] <= yMax && Origin[2] >= zMin && Origin[2] <= zMax)
    {
        return 
true;
    }
        if (
bCPStartHasExtraData)
        {
                if (
CPStartLocC[0] < CPStartLocD[0]){xMin CPStartLocC[0];xMax CPStartLocD[0];}else{xMin CPStartLocD[0];xMax CPStartLocC[0];}
                if (
CPStartLocC[1] < CPStartLocD[1]){yMin CPStartLocC[1];yMax CPStartLocD[1];}else{yMin CPStartLocD[1];yMax CPStartLocC[1];}
                if (
CPStartLocC[2] < CPStartLocD[2]){zMin CPStartLocC[2];zMax CPStartLocD[2];}else{zMin CPStartLocD[2];zMax CPStartLocC[2];}
                if (
Origin[0] >= xMin && Origin[0] <= xMax &&  Origin[1] >= yMin && Origin[1] <= yMax && Origin[2] >= zMin && Origin[2] <= zMax)
        {
            return 
true;
        }
        }

        if (
CPEndRotate != 0.0){RotatePoint(CPEndLocAOrigin[0], Origin[1], CPEndRotate);}
        if (
CPEndLocA[0] < CPEndLocB[0]){xMin CPEndLocA[0];xMax CPEndLocB[0];}else{xMin CPEndLocB[0];xMax CPEndLocA[0];}
        if (
CPEndLocA[1] < CPEndLocB[1]){yMin CPEndLocA[1];yMax CPEndLocB[1];}else{yMin CPEndLocB[1];yMax CPEndLocA[1];}
        if (
CPEndLocA[2] < CPEndLocB[2]){zMin CPEndLocA[2];zMax CPEndLocB[2];}else{zMin CPEndLocB[2];zMax CPEndLocA[2];}
        if (
Origin[0] >= xMin && Origin[0] <= xMax &&  Origin[1] >= yMin && Origin[1] <= yMax && Origin[2] >= zMin && Origin[2] <= zMax)
    {
        return 
true;
    }
        if (
bCPEndHasExtraData)
        {
                if (
CPEndLocC[0] < CPEndLocD[0]){xMin CPEndLocC[0];xMax CPEndLocD[0];}else{xMin CPEndLocD[0];xMax CPEndLocC[0];}
                if (
CPEndLocC[1] < CPEndLocD[1]){yMin CPEndLocC[1];yMax CPEndLocD[1];}else{yMin CPEndLocD[1];yMax CPEndLocC[1];}
                if (
CPEndLocC[2] < CPEndLocD[2]){zMin CPEndLocC[2];zMax CPEndLocD[2];}else{zMin CPEndLocD[2];zMax CPEndLocC[2];}
                if (
Origin[0] >= xMin && Origin[0] <= xMax &&  Origin[1] >= yMin && Origin[1] <= yMax && Origin[2] >= zMin && Origin[2] <= zMax)
        {
            return 
true;
        }
        }

        return 
false;

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edwinvega86
Member
Join Date: Feb 2016
Old 07-17-2018 , 01:29   Re: (L4D2) Witch Attack Random
Reply With Quote #5

Crasher_3637. I could create different witch as he did with the super tank, I do not have the necessary knowledge to do it.
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Lux
Veteran Member
Join Date: Jan 2015
Location: Brexit
Old 07-17-2018 , 03:34   Re: (L4D2) Witch Attack Random
Reply With Quote #6

The witch is not very easy, sometimes messing with her can cause her to run away after being triggered
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MasterMind420
Veteran Member
Join Date: Nov 2010
Old 07-18-2018 , 14:07   Re: (L4D2) Witch Attack Random
Reply With Quote #7

Quote:
Originally Posted by Lux View Post
The witch is not very easy, sometimes messing with her can cause her to run away after being triggered
THIS ^
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