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[L4D/L4D2] Detonation force (1.6.1) [2013-July-18]


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chatyak
Senior Member
Join Date: Aug 2011
Old 08-20-2012 , 22:01   Re: [L4D/L4D2] Detonation force (1.3) [2012-08-03]
Reply With Quote #11

One updated request - the force knocks back infected in ghost mode. Perhaps a cvar for this?
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oirv
Junior Member
Join Date: Jul 2012
Old 08-21-2012 , 21:48   Re: [L4D/L4D2] Detonation force (1.3) [2012-08-03]
Reply With Quote #12

Quote:
Originally Posted by chatyak View Post
One updated request - the force knocks back infected in ghost mode. Perhaps a cvar for this?
Sure, I can add a cvar.
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MasterMind420
BANNED
Join Date: Nov 2010
Old 08-23-2012 , 22:10   Re: [L4D/L4D2] Detonation force (1.4) [2012-Aug-21]
Reply With Quote #13

Hi like the plugin...have a request if possible. Can you create cvars to apply the explosive force to only certain items. Say just the pipebomb for example and not including the propane tanks and such...I like the idea but not sure if i want everything else with increased explosive force. I like the idea of creating more powerful pipebombs though...
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oirv
Junior Member
Join Date: Jul 2012
Old 08-23-2012 , 22:53   Re: [L4D/L4D2] Detonation force (1.4) [2012-Aug-21]
Reply With Quote #14

Quote:
Originally Posted by MasterMind420 View Post
Hi like the plugin...have a request if possible. Can you create cvars to apply the explosive force to only certain items. Say just the pipebomb for example and not including the propane tanks and such...I like the idea but not sure if i want everything else with increased explosive force. I like the idea of creating more powerful pipebombs though...
Hello.
It's easy to distinguish between the grenade launcher and the fuel barrel explosions, because they have a different prop name, the problem is, the rest of the explosives (propane tank, oxygen tank, pipe bomb etc) are grouped within the same prop name (all called "pipe_bomb_projectile"), implementing a division between those explosives is somewhat more complicated, but I'll see what I can do
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MasterMind420
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Join Date: Nov 2010
Old 08-24-2012 , 18:18   Re: [L4D/L4D2] Detonation force (1.4) [2012-Aug-21]
Reply With Quote #15

yah i had a feeling you'd say that there tied together somehow...appreciate the effort though, if it does work would be a sweet addition to your plugin...thanks again.
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chatyak
Senior Member
Join Date: Aug 2011
Old 08-25-2012 , 03:11   Re: [L4D/L4D2] Detonation force (1.3) [2012-08-03]
Reply With Quote #16

Quote:
Originally Posted by oirv View Post
Sure, I can add a cvar.
Thank you. Works great. Feel free to add on steam - can play sometime.
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worminater
Member
Join Date: Jun 2011
Old 11-07-2012 , 15:30   Re: [L4D/L4D2] Detonation force (1.5) [2012-Aug-25]
Reply With Quote #17

Can you provide a .smx version with the FCVAR_NOTIFY part taken out. It fails to compile the .sp when i amend it myself. I want to change the settings without everyone seeing them.
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5ifty7even
New Member
Join Date: Nov 2012
Old 12-28-2012 , 13:54   Re: [L4D/L4D2] Detonation force (1.5) [2012-Aug-25]
Reply With Quote #18

Nice, works great. Would it be possible for you to add something like "Turn off the plugin in these game modes" ? I like to have mods running in coop and disable them in vs games because alot of people quit modded vs servers.
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oirv
Junior Member
Join Date: Jul 2012
Old 01-29-2013 , 00:25   Re: [L4D/L4D2] Detonation force (1.5) [2012-Aug-25]
Reply With Quote #19

Quote:
Originally Posted by 5ifty7even View Post
Nice, works great. Would it be possible for you to add something like "Turn off the plugin in these game modes" ? I like to have mods running in coop and disable them in vs games because alot of people quit modded vs servers.
is a good idea
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chatyak
Senior Member
Join Date: Aug 2011
Old 07-06-2013 , 14:36   Re: [L4D/L4D2] Detonation force (1.6) [2013-Jan-28]
Reply With Quote #20

Hey man - erroring now after Valve's latest update. Any ideas?

L 07/06/2013 - 12:03:25: [SM] Displaying call stack trace for plugin "l4d2_DetonationForce.smx":
L 07/06/2013 - 12:03:25: [SM] [0] Line 77, E:\sourcemod-1.4.3-windows\addons\sourcemod\scripting\l4d2_Deton ationForce.sp::OnPluginStart()
L 07/06/2013 - 12:03:25: [SM] Plugin encountered error 25: Call was aborted

Last edited by chatyak; 07-06-2013 at 14:36.
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