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[L4D & L4D2] Target Override (2.29) [25-Mar-2024]


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tRololo312312
Senior Member
Join Date: Apr 2015
Old 05-10-2020 , 18:48   Re: [L4D & L4D2] Target Override (2.6) [10-May-2020]
Reply With Quote #31

Question, do i have to use all numbers in "order" or can i just use the ones that i want?
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 05-11-2020 , 03:02   Re: [L4D & L4D2] Target Override (2.6) [10-May-2020]
Reply With Quote #32

Quote:
Originally Posted by tRololo312312 View Post
Question, do i have to use all numbers in "order" or can i just use the ones that i want?
Pretty sure any amount of numbers, all are not required. If none of them trigger it will default back to the games targeting logic.


Code:
2.7 (15-May-2020)
    - Fixed not resetting variables on clients spawning causing issues e.g. thinking someones ledge hanging.
    - Thanks to "tRololo312312" for reporting.
Code:
2.8 (17-May-2020)
    - Fixed "normal" order test affecting ledge hanging players. Thanks to "tRololo312312" for reporting.
    - Optimized the order test loop by exiting when order is 0, unavailable.
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Last edited by Silvers; 05-17-2020 at 17:11.
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Voevoda
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Join Date: Aug 2016
Old 06-10-2020 , 17:48   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #33

jockeys just stand still
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-10-2020 , 18:25   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #34

Great info... Under what conditions, what config? Works for me. If they're out of bounds or invalid NAV area as mentioned by "sxslmk" above, not my problem.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 07-11-2020 , 07:54   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #35

tank still targets survivor who uses minigun first no matter numbers in "order".
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Last edited by HarryPotter; 07-11-2020 at 10:11.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 07-11-2020 , 11:17   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #36

Quote:
Originally Posted by fbef0102 View Post
tank still targets survivor who uses minigun first no matter numbers in "order".
The function this plugin uses is not called when the tanks going after someone using the minigun. I can't be bothered wasting time finding the function that triggers and patching it out. If someone knows which then report it here and I'll see about updating.
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Last edited by Silvers; 07-11-2020 at 11:18.
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 07-12-2020 , 06:13   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #37

Quote:
Originally Posted by fbef0102 View Post
tank still targets survivor who uses minigun first no matter numbers in "order".
L4D2 only

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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 07-12-2020 , 13:54   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #38

Quote:
Originally Posted by BHaType View Post
L4D2 only
I was gonna use [L4D][L4D2] Tank ignores minigun, but damn, there is always someone who can find the function patching it out.
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Last edited by HarryPotter; 07-12-2020 at 13:55.
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HarryPotter
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Old 07-20-2020 , 03:14   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #39

"Tank targets survivor who uses minigun first" only happens in l4d2,
so I modify code and gamedata provided by BHaType.

Finally tank's target match numbers in order.
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Last edited by HarryPotter; 07-20-2020 at 03:17.
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XDglory
Member
Join Date: May 2012
Old 08-29-2020 , 02:43   Re: [L4D & L4D2] Target Override (2.8) [17-May-2020]
Reply With Quote #40

What order do I have to set to make tank totally ignore vomited players no matter he is incapped or not?

My current setting:

Code:
// Order:	Prioritise who to attack first:
// 		1	= Normal Survivor.
// 		2	= Vomited Survivor.
// 		3	= Incapacitated.
// 		4	= Pinned (by Smoker, Hunter, Charger, Jockey).
// 		5	= Ledge hanging.
// 		6	= Vomited Special Infected.
// 		7	= Last Attacker.
// 		8	= Highest Health Survivor.
// 		9	= Lowest Health Survivor.
// 		10	= Survivor being pummeled by Charger.

"tank"
{
		"order"	"1,4,3,5"
		"pinned"	"14"
		"incap"	"3"
		"voms"	"0"
		"wait"	"10.0"
		"last"	"0"
}
Under this setting, for example, while tank was chasing Ellis, tank would change its target to nearest non-vomited standing player if Ellis got vomited. Between vomited incapped player and vomited standing player, it would choose incapped one first.
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