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[L4D & L4D2] The New Weapon:Defibrillator


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hoanganh81097
Senior Member
Join Date: Apr 2016
Old 08-02-2018 , 13:36   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #21

Quote:
Originally Posted by Crasher_3637 View Post
You want melee weapons to do shock damage? That'd be sick! xD
Yess, for fun can u make this ?
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jking
AlliedModders Donor
Join Date: Jan 2012
Old 08-17-2018 , 19:35   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #22

I've always loved this plugin and it has worked without any issues to this day, but the one deficiency for me was that you couldn't switch from weapon mode to defib mode, a mode switch if you will. I had to remove it for now, had a lot of fun with it but I've had many instances where I needed to revive a fellow bot even with the Defib using Bots plugin installed, I've found myself on occasion as the only one in the vicinity to do so.

Last edited by jking; 08-17-2018 at 19:35.
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ricksfishin
Senior Member
Join Date: Oct 2017
Old 08-17-2018 , 20:22   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #23

You could try this https://forums.alliedmods.net/showthread.php?p=1150837 you lose defib weapon if used. But you can use defib for weapon, heal or revive players.
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AK978
Senior Member
Join Date: Jun 2018
Old 05-27-2019 , 07:02   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #24

L 05/27/2019 - 18:20:29: [SM] Blaming: defibrillator_l4d2.smx
L 05/27/2019 - 18:20:29: [SM] Call stack trace:
L 05/27/2019 - 18:20:29: [SM] [0] GetEntPropVector
L 05/27/2019 - 18:20:29: [SM] [1] Line 279, defibrillator_l4d2.sp::IsValidEnemy
L 05/27/2019 - 18:20:29: [SM] [2] Line 222, defibrillator_l4d2.sp::ClientThink
L 05/27/2019 - 18:20:29: [SM] Exception reported: Property "m_vecOrigin" not found (entity 1120/instanced_scripted_scene)

souremod version 1.10.0.6415.
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ricksfishin
Senior Member
Join Date: Oct 2017
Old 05-27-2019 , 12:52   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #25

Got no error's
Fixed warnings
Attached Files
File Type: sp Get Plugin or Get Source (defibrillator_l4d.sp - 363 views - 23.2 KB)
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 05-28-2019 , 11:40   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #26

This kind of error is not related to the sourcemod version. It means that the entity from the index changed.
To fix that kind of issue, usually the plugins use "EntIndexToEntRef" (store) and "EntRefToEntIndex" (load) as a way to detect it.
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AK978
Senior Member
Join Date: Jun 2018
Old 06-03-2019 , 21:35   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #27

Code:
bool:IsValidEnemy(client, ent,  Float:enemyPos[3])
{
	if(ent>0 && IsValidEdict(ent) && IsValidEntity(ent))
	{
		new index = FindEntityByClassname(ent, "infected");
		if (index == -1)
		{
			return false;
		}
		
		GetEntPropVector(ent, Prop_Send, "m_vecOrigin", enemyPos);
		enemyPos[2]+=40.0;
		if(GetVectorDistance(ShockCenterPos[client], enemyPos)< GetConVarFloat(l4d_defi_radius_electricshock))
		{
			return true;
		}
	}
	return false;
}
maybe can use.no error log.

Last edited by AK978; 06-03-2019 at 21:36.
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Gold Fish
Senior Member
Join Date: Mar 2020
Old 03-03-2021 , 04:57   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #28

Fixed bug when the plugin broke the work of the elevators
Attached Files
File Type: sp Get Plugin or Get Source (defibrillator_l4d.sp - 243 views - 24.2 KB)
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Ruthless1
AlliedModders Donor
Join Date: Oct 2019
Old 04-10-2023 , 11:53   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #29

How will this work in L4D1? L4D1 doesn't have a Defibrillator.
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 04-11-2023 , 02:37   Re: [L4D & L4D2] The New Weapon:Defibrillator
Reply With Quote #30

Quote:
Originally Posted by Ruthless1 View Post
How will this work in L4D1? L4D1 doesn't have a Defibrillator.
In L4D1, you would use the medkit instead.
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