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[L4D & L4D2] Pipebomb Shove (1.16) [24-Nov-2023]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-24-2023 , 02:43   Re: [L4D & L4D2] Pipebomb Shove (1.13) [24-Jan-2023]
Reply With Quote #61

Maybe I'll add a cvar for that.
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 01-24-2023 , 23:41   Re: [L4D & L4D2] Pipebomb Shove (1.13) [24-Jan-2023]
Reply With Quote #62

Code:
01/25/2023 - 12:39:26: [SM] Unable to load plugin "l4d_pipebomb_shove.smx": Native "L4D_LaggedMovement" was not found
PHP Code:
public APLRes AskPluginLoad2(Handle myselfbool latechar[] errorint err_max)
{
    
EngineVersion test GetEngineVersion();
    if( 
test == Engine_Left4Dead g_bLeft4Dead2 false;
    else if( 
test == Engine_Left4Dead2 g_bLeft4Dead2 true;
    else
    {
        
MarkNativeAsOptional("L4D_LaggedMovement");

        
strcopy(errorerr_max"Plugin only supports Left 4 Dead 1 & 2.");
        return 
APLRes_SilentFailure;
    }
    return 
APLRes_Success;

Should be
PHP Code:
public APLRes AskPluginLoad2(Handle myselfbool latechar[] errorint err_max)
{
    
EngineVersion test GetEngineVersion();
    if( 
test == Engine_Left4Dead g_bLeft4Dead2 false;
    else if( 
test == Engine_Left4Dead2 g_bLeft4Dead2 true;
    else
    {
        
strcopy(errorerr_max"Plugin only supports Left 4 Dead 1 & 2.");
        return 
APLRes_SilentFailure;
    }

    
MarkNativeAsOptional("L4D_LaggedMovement");
    
    return 
APLRes_Success;

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Last edited by HarryPotter; 01-24-2023 at 23:48.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-24-2023 , 23:55   Re: [L4D & L4D2] Pipebomb Shove (1.14) [25-Jan-2023]
Reply With Quote #63

Code:
1.14 (25-Jan-2023)
    - L4D1: Added cvar "l4d_pipebomb_shove_speed" to control if player speed is affected by the Pipebomb being attached.
    - Fixed "MarkNativeAsOptional" being in the incorrect place. Thanks to "HarryPotter" for reporting.
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Last edited by Silvers; 01-25-2023 at 04:59.
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Krufftys Killers
Senior Member
Join Date: Jan 2014
Old 01-26-2023 , 11:12   Re: [L4D & L4D2] Pipebomb Shove (1.15) [25-Jan-2023]
Reply With Quote #64

HI, Silvers started to get this error after the update.

L 01/26/2023 - 03:05:23: SourceMod error session started
L 01/26/2023 - 03:05:23: Info (map "c1m1_hotel") (file "C:\servers\kkiller\left4dead2\addons\sourcem od\logs\errors_20230126.log")
L 01/26/2023 - 03:05:23: [SM] Exception reported: Invalid convar handle 0 (error 4)
L 01/26/2023 - 03:05:23: [SM] Blaming: l4d_pipebomb_shove.smx
L 01/26/2023 - 03:05:23: [SM] Call stack trace:
L 01/26/2023 - 03:05:23: [SM] [0] ConVar.AddChangeHook
L 01/26/2023 - 03:05:23: [SM] [1] Line 215, /home/forums/content/files/8/5/7/7/8/105909.attach::OnPluginStart
L 01/26/2023 - 03:05:23: [SM] Unable to load plugin "l4d_pipebomb_shove.smx": Error detected in plugin startup (see error logs)
L 01/26/2023 - 03:41:19: Error log file session closed.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-26-2023 , 22:58   Re: [L4D & L4D2] Pipebomb Shove (1.15) [25-Jan-2023]
Reply With Quote #65

Download it again, this was fixed in 1.15.
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Fsky
Junior Member
Join Date: Mar 2023
Old 06-12-2023 , 09:40   Re: [L4D & L4D2] Pipebomb Shove (1.11) [14-Nov-2021]
Reply With Quote #66

Quote:
Originally Posted by Silvers View Post
Whichever damage value you set for Pipebomb Shove will then be multiplied/changed according to the settings from PipeBomb Damage Modifier.
Hey Silvers, these two plugins seem to have some errors when running on my server, I set l4d_pipebomb_shove_damage 2000 to try to kill witch, when it exploded, I was knocked down, the l4d_pipebomb_damage_self in PipeBomb Damage Modifier "0" seems to only take effect on the bomb thrown, and cannot prevent the explosion caused by shove.
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Fsky
Junior Member
Join Date: Mar 2023
Old 06-12-2023 , 10:15   Re: [L4D & L4D2] Pipebomb Shove (1.15) [25-Jan-2023]
Reply With Quote #67

I seem to understand that these are two different explosion methods, would you mind do add a cvar of pipebomb_shove add a cvar to adjust the damage to the survivors?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-14-2023 , 02:49   Re: [L4D & L4D2] Pipebomb Shove (1.15) [25-Jan-2023]
Reply With Quote #68

Quote:
Originally Posted by Fsky View Post
I seem to understand that these are two different explosion methods, would you mind do add a cvar of pipebomb_shove add a cvar to adjust the damage to the survivors?
This is being caused by the Detonation Force plugin, it's applying it's own damage that isn't being read as self damage or from a PipeBomb. That method should really be changed. I could write some hackish stuff to include that plugin but I shouldn't have to.

Edit: I can fix this plugin to account for that plugins damage. Will post update when I get time.
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Last edited by Silvers; 06-14-2023 at 06:37.
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