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[L4D2] Healing Gnome (1.17) [03-Oct-2022]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-03-2021 , 08:37   Re: [L4D2] Healing Gnome (1.14) [30-Aug-2021]
Reply With Quote #41

Thanks just tested and can confirm. I have to look through some of the older source code when I get a chance to see what the original logic was. Will post a fix later today hopefully. The new cvars/features is what's messing things up as I had to change stuff.

I think it's time I stopped adding new things to my plugins because lately I don't have time to fully test and they're introducing all sorts of new bugs requiring constant updates.

Edit: All these new additions like max health cvar has made it a nightmare with the logic. I should never have added that.
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Last edited by Silvers; 09-03-2021 at 12:24.
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Silvers
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Old 09-12-2021 , 09:52   Re: [L4D2] Healing Gnome (1.14) [30-Aug-2021]
Reply With Quote #42

When using the "l4d2_gnome_max_main" cvar for example with a value of 50, the plugin will heal to this value and if "l4d2_gnome_full" is set to "2" when they reach 50 HP they will be given full health and black and white status removed.

When healing with temporary health it will heal the player to the "l4d2_gnome_max_temp" cvar limit, so if it's "20" and you have 50 main health already, you will end up with 70 health (50 main + 20 temp). If someone wants it to only heal 20 temp health total then someone else will have to write this as an option.

There are so many different combinations and options that could be available, I'm not going to write 100 different methods and features because everyone wants something slightly different.

The recent changes have been causing me a nightmare trying to cater for everyones wishes and caused way too many bugs, so I will not be adding anymore features or changes and only support fixes.

If someone wants to add additional features or options go ahead, just please keep to the same coding style and I'll add them into the plugin, just don't remove or change the current features, alternatively make a cvar option if you want to change something that currently exists.


I have only tested this a bit but it seems to work without overhealing or unexpected results. Please let me know if there are issues or if it's working.

Bug reports should include the cvar settings your server is using so I can properly replicate and debug the issue.

Code:
1.15 beta (12-Sep-2021)
	- Re-wrote the heal client logic. Fixing various issues when reaching limits.
	- Now has two defines in the source code to set maximum health. MAX_INCAP_HEALTH for incap temp health. MAX_MAIN_HEALTH inclues main and temp health.
I'm placing this here for now until someone can confirm this is working correctly as intended.
Edit: Moved to first post.
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Last edited by Silvers; 09-12-2021 at 16:03.
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ddd123
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Join Date: May 2021
Old 09-12-2021 , 10:08   Re: [L4D2] Healing Gnome (1.14) [30-Aug-2021]
Reply With Quote #43

I test with both "l4d2_gnome_temp "0"" and "l4d2_gnome_temp "50""(Just in case if random main/temporary heal are also working)
Both work fine and stop max healing

Thank you so much for your hard work and update

Last edited by ddd123; 09-12-2021 at 10:09.
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Maur0
Senior Member
Join Date: Aug 2020
Old 09-13-2021 , 19:06   Re: [L4D2] Healing Gnome (1.14) [12-Sep-2021]
Reply With Quote #44

Silvers - As always, I downloaded the new version today and I had a problem trying to heal my colleagues. It turns out that when I switch to the command l4d2_gnome_temp "100" so that they regenerate with perm health and it happens that it does not respond to the commands l4d2_gnome_healing_field_refresh_time "1.0" and l4d2_gnome_healing_field_heal_amount "10.0". What it does is heal them to 1 health point for 1.5 seconds instead of 10 health points for 1 second as I wanted to edit it.

I don't know if you can solve this or can you tell me what I can do. Thanks.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-14-2021 , 15:16   Re: [L4D2] Healing Gnome (1.14) [12-Sep-2021]
Reply With Quote #45

Quote:
Values between 1 and 100 creates a chance to give main health, else temp health
So the description is backwards, it's a chance to give temp health, otherwise main. I'll flip this in the code for the next version (or maybe just flip the description since that's going to cause less issues with people who already setup that way). If you just want to give main health you should set the value to "0":
Quote:
l4d2_gnome_temp", "-1", "-1=Add temporary health, 0=Add to main health
Between 1-100 is for a random chance of main health (again, it's currently inverted).

Have you verified the cvars you set are actually that value? Maybe you need Command Buffer fixer plugin in my signature to fix the game not reading cvar values correctly when you have too many cvars from various plugins. Everything looks like it should be fine for the heal time and amount.
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Last edited by Silvers; 09-14-2021 at 15:17.
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Maur0
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Join Date: Aug 2020
Old 09-14-2021 , 19:16   Re: [L4D2] Healing Gnome (1.14) [12-Sep-2021]
Reply With Quote #46

Silvers - I just put the command l4d2_gnome_temp "0" As I said in the description and I still feel that it is not healing well to my companions. With me everything is fine, it even cures me when I put it up to 200HP. The problem is that when I switch to these commands:
l4d2_gnome_healing_field_heal_amount "10.0"
l4d2_gnome_healing_field_refresh_time "1.0"

Instead of healing 10 health points per second, it seems like I'm doing the same thing to myself. That is, heals 1 health point every 1.5 seconds. The same thing happens to me with the Healing Cola :/

Like I said before, everything works fine for myself, but not to heal my team. I hope you have a solution and thanks for responding.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-15-2021 , 02:50   Re: [L4D2] Healing Gnome (1.14) [12-Sep-2021]
Reply With Quote #47

I see the issue, because I copy pasted the code from the main heal function I forgot to replace one of the variables to what the Healing Field was using. I'm going to compare with an older version and upload a new one soon (for Cola too). Thanks for the reporting.

Edit: Fixed.

Code:
1.16 (15-Sep-2021)
    - Added cvar "l4d2_gnome_healing_field_self" to determine if the Healing Field can heal yourself or not.
    - Changed cvar "l4d2_gnome_temp" to be a chance of giving temporary health.
    - Fixed Healing Field not healing players with the cvar specified amount. Thanks to "Maur0" for the reporting.
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Last edited by Silvers; 09-15-2021 at 08:00.
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Maur0
Senior Member
Join Date: Aug 2020
Old 09-15-2021 , 15:18   Re: [L4D2] Healing Gnome (1.16) [15-Sep-2021]
Reply With Quote #48

Silvers - Great, thank you very much! Now it works perfect and with new functions. Thanks for all your effort and keep it up!

Thanks!
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 09-16-2021 , 15:53   Re: [L4D2] Healing Gnome (1.16) [15-Sep-2021]
Reply With Quote #49

Get Plugin button its broken

Last edited by Tonblader; 09-16-2021 at 15:53.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-16-2021 , 17:46   Re: [L4D2] Healing Gnome (1.16) [15-Sep-2021]
Reply With Quote #50

Quote:
Originally Posted by Tonblader View Post
Get Plugin button its broken
Thanks, fixed.
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