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[L4D & L4D2] Molotov Shove (1.10) [01-Nov-2022]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-06-2012 , 08:58   Re: [L4D & L4D2] Molotov Shove (1.4) [03-Jul-2012]
Reply With Quote #11

Quote:
Originally Posted by dcx2 View Post
I have an idea for the general list of "shove-throw" plugins. Can you make it so you have to hold shove for e.g. 500ms (by cvar?), before the effect will activate?

This way you can spam shove without using it, but then you can "force" it by holding it in.
Maybe, but I have no plans to add any time soon.



Quote:
Originally Posted by Sal Grosso View Post
How can I add an announce to chat to print about this new fuction? Sorry my english. BTW thanks for the plugin Silvers.
This plugin does not provide any hints, use the advertisements plugin or something.
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Last edited by Silvers; 07-06-2012 at 08:59.
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Sectus
Junior Member
Join Date: May 2016
Old 05-26-2016 , 02:24   Re: [L4D & L4D2] Molotov Shove (1.4) [03-Jul-2012]
Reply With Quote #12

Hi. Someone can tell if this plugin still work? Thank's.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-04-2017 , 22:11   Re: [L4D & L4D2] Molotov Shove (1.4) [03-Jul-2012]
Reply With Quote #13

I'm just gonna post these logs in one thread to avoid spamming.

Code:
L 10/01/2017 - 20:35:54: [SM] Exception reported: Entity 3 (3) is invalid
L 10/01/2017 - 20:35:54: [SM] Blaming: l4d_molotov_shove.smx
L 10/01/2017 - 20:35:54: [SM] Call stack trace:
L 10/01/2017 - 20:35:54: [SM]   [0] GetEntPropEnt
L 10/01/2017 - 20:35:54: [SM]   [1] Line 327, /home/forums/content/files/8/5/7/7/8/105910.attach::CheckWeapon
L 10/01/2017 - 20:35:54: [SM]   [2] Line 245, /home/forums/content/files/8/5/7/7/8/105910.attach::Event_EntityShoved
L 10/01/2017 - 20:35:54: [SM]   [4] FireEvent
L 10/01/2017 - 20:35:54: [SM]   [5] Line 64, /home/groups/alliedmodders/forums/files/5/2/2/3/3/49766.attach::HookSound_Callback
L 10/01/2017 - 20:35:54: [SM] Exception reported: Entity 3 (3) is invalid
L 10/01/2017 - 20:35:54: [SM] Blaming: l4d_pipebomb_shove.smx
L 10/01/2017 - 20:35:54: [SM] Call stack trace:
L 10/01/2017 - 20:35:54: [SM]   [0] GetEntPropEnt
L 10/01/2017 - 20:35:54: [SM]   [1] Line 335, /home/forums/content/files/8/5/7/7/8/105909.attach::CheckWeapon
L 10/01/2017 - 20:35:54: [SM]   [2] Line 286, /home/forums/content/files/8/5/7/7/8/105909.attach::Event_EntityShoved
L 10/01/2017 - 20:35:54: [SM]   [4] FireEvent
L 10/01/2017 - 20:35:54: [SM]   [5] Line 64, /home/groups/alliedmodders/forums/files/5/2/2/3/3/49766.attach::HookSound_Callback
L 10/01/2017 - 20:36:20: [SM] Exception reported: Property "m_hActiveWeapon" not found (entity 0/worldspawn)
L 10/01/2017 - 20:36:20: [SM] Blaming: l4d2_vomitjar_shove.smx
L 10/01/2017 - 20:36:20: [SM] Call stack trace:
L 10/01/2017 - 20:36:20: [SM]   [0] GetEntPropEnt
L 10/01/2017 - 20:36:20: [SM]   [1] Line 349, /home/forums/content/files/8/5/7/7/8/105354.attach::CheckWeapon
L 10/01/2017 - 20:36:20: [SM]   [2] Line 242, /home/forums/content/files/8/5/7/7/8/105354.attach::Event_EntityShoved
L 10/01/2017 - 20:36:20: [SM]   [4] FireEvent
L 10/01/2017 - 20:36:20: [SM]   [5] Line 64, /home/groups/alliedmodders/forums/files/5/2/2/3/3/49766.attach::HookSound_Callback
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Last edited by Psyk0tik; 10-22-2017 at 11:17.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 12-02-2019 , 20:46   Re: [L4D & L4D2] Molotov Shove (1.5) [05-May-2018]
Reply With Quote #14

Could you add that molotov, when pushed a number of times, is destroyed automatically (if is possible a notification appears)?
Also against what kind of things, do you push, for example, common infected, special infected, survivors, objects, doors, etc.
When destroyed, the plugin have the option (cvar) to burn the ground, or disappear from your hands.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-04-2020 , 17:31   Re: [L4D & L4D2] Molotov Shove (1.5) [05-May-2018]
Reply With Quote #15

Quote:
Originally Posted by Tonblader View Post
Could you add that molotov, when pushed a number of times, is destroyed automatically
...
When destroyed, the plugin have the option (cvar) to burn the ground, or disappear from your hands.
Done in last few updates.


Also updated:
Code:
1.8 (05-Aug-2020)
    - Fixed not resetting when the Molotov breaks sometimes causing new Molotovs to instantly break.
    - Issue occurred when using the "l4d_molotov_shove_limited" cvar.
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Iciaria
Member
Join Date: Aug 2022
Old 10-23-2022 , 23:51   Re: [L4D & L4D2] Molotov Shove (1.9) [28-Sep-2021]
Reply With Quote #16

Is it possible to add a key detection? Like: mouse right+R

Plugin seems to be checked through player attacks event,Can it be realized by adding CreateTimer Function?


Sorry, my English is not good

Last edited by Iciaria; 10-24-2022 at 00:00. Reason: add
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-24-2022 , 10:12   Re: [L4D & L4D2] Molotov Shove (1.9) [28-Sep-2021]
Reply With Quote #17

Quote:
Originally Posted by Iciaria View Post
Is it possible to add a key detection? Like: mouse right+R

Plugin seems to be checked through player attacks event,Can it be realized by adding CreateTimer Function?


Sorry, my English is not good
You could add GetClientButtons and detect if "R" is being held when the event is triggered. This is not something I want to add.
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Iciaria
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Join Date: Aug 2022
Old 10-29-2022 , 11:38   Re: [L4D & L4D2] Molotov Shove (1.9) [28-Sep-2021]
Reply With Quote #18

I finished my idea. I put it here so that someone can need it. Thanks for Silvers's help

Reserved comments and debugging code in the l4d_pipebomb_shove.sp file, and only changed the following code:
Code:
                if( (infected || witch ) && (GetClientButtons(GetClientOfUserId(event.GetInt("attacker"))) & 8192 ))
......
        if( g_iCvarInfected && g_iCvarReload != 2 && (GetClientButtons(GetClientOfUserId(event.GetInt("attacker"))) & 8192 ))
......
The current triggering method is:
First press and hold the reload key (R), then shove(mouse right) CI or SI

Sorry,my english so bad...
Attached Files
File Type: sp Get Plugin or Get Source (l4d_pipebomb_shove.sp - 33 views - 18.3 KB)
File Type: sp Get Plugin or Get Source (l4d_molotov_shove.sp - 51 views - 15.5 KB)
File Type: sp Get Plugin or Get Source (l4d2_vomitjar_shove.sp - 34 views - 15.0 KB)

Last edited by Iciaria; 10-29-2022 at 11:41. Reason: add
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Iciaria
Member
Join Date: Aug 2022
Old 10-30-2022 , 06:24   Re: [L4D & L4D2] Molotov Shove (1.9) [28-Sep-2021]
Reply With Quote #19

Quote:
Originally Posted by Silvers View Post
You could add GetClientButtons and detect if "R" is being held when the event is triggered. This is not something I want to add.
shove obstacle will also cause Molotov to explode,Even if I don't use my own version.
Code:
// This file was auto-generated by SourceMod (v1.11.0.6906)
// ConVars for plugin "l4d_molotov_shove.smx"


// 0=Plugin off, 1=Plugin on.
// -
// Default: "1"
l4d_molotov_shove_allow "1"

// Which infected to affect: 1=Common, 2=Witch, 4=Smoker, 8=Boomer, 16=Hunter, 32=Spitter, 64=Jockey, 128=Charger, 256=Tank, 511=All.
// -
// Default: "511"
l4d_molotov_shove_infected "511"

// 0=Infinite. How many times per round can someone use their molotov to ignite infected.
// -
// Default: "0"
l4d_molotov_shove_limit "0"

// 0=Infinite. How many times someone can use a molotov to ignite infected before it's removed by the remove cvar option.
// -
// Default: "2"
l4d_molotov_shove_limited "1"

// Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).
// -
// Default: ""
l4d_molotov_shove_modes ""

// Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).
// -
// Default: ""
l4d_molotov_shove_modes_off ""

// Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.
// -
// Default: "0"
l4d_molotov_shove_modes_tog "0"

// 0=Off. 1=Delete the entity when limit reached. 2=Explode on the ground when limit is reached.
// -
// Default: "2"
l4d_molotov_shove_remove "2"

// These infected use l4d_molotov_shove_timeout, otherwise they burn forever. 0=None, 1=All, 2=Witch, 4=Smoker, 8=Boomer, 16=Hunter, 32=Spitter, 64=Jockey, 128=Charger, 256=Tank.
// -
// Default: "256"
l4d_molotov_shove_timed "0"

// 0=Forever. How long should the infected be ignited for?
// -
// Default: "10.0"
l4d_molotov_shove_timeout "0"

Last edited by Iciaria; 10-30-2022 at 06:25. Reason: add
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-01-2022 , 13:10   Re: [L4D & L4D2] Molotov Shove (1.10) [01-Nov-2022]
Reply With Quote #20

Code:
1.10 (01-Nov-2022)
    - Added cvar "l4d_molotov_shove_keys" to optionally require holding "R" before shoving. Requested by "Iciaria".
    - Fixed breaking when shoving objects and not infected or players. Thanks to "Iciaria" for reporting.
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