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[TF2] Automatic Demoman Detonation


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DarthNinja
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Old 08-16-2012 , 15:44   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #41

Quote:
Originally Posted by Mecha the Slag View Post
New offsets are required :O
Add 2 to the existing offsets and let me know if that works for you.
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Sreaper
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Old 08-22-2012 , 16:07   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #42

I added 2 to the existing offsets and set the mode to 2 and even enabled it on myself. When another player kills me in game as the demo with armed stickies, my server just crashes. I also compiled the script myself since I realized the SMX attached is not the same filesize as the source.

Last edited by Sreaper; 08-22-2012 at 16:08.
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DarthNinja
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Old 08-22-2012 , 23:17   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #43

Quote:
Originally Posted by Sreaper View Post
I added 2 to the existing offsets and /.../ my server just crashes.
If the offset is wrong, the plugin will Do Nothing, or Crash The Server. It's also possible that Totally Random things will happen.

The offset shouldn't have changed by more than one or two (most offsets went up by two).

Quote:
Originally Posted by Sreaper View Post
I also compiled the script myself since I realized the SMX attached is not the same filesize as the source.
wat
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Old 08-22-2012 , 23:19   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #44

Quote:
Originally Posted by DarthNinja View Post
wat
I looked at the file size of the attached smx in your first post. It wasn't the same size as when I compiled source code myself for whatever reason. The attached source code compiled a larger file. Just saying I think the attached SMX in the first post is older than the source code is all.

Last edited by Sreaper; 08-22-2012 at 23:35.
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Mecha the Slag
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Old 09-05-2012 , 04:46   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #45

So any ideas what the new offsets are?
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snelvuur
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Old 09-05-2012 , 07:05   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #46

Code:
"Games"
{
    "tf"
    {
        "Offsets"
        {
            "GrenadeDetonate"
            {
                "windows"    "217"
                "linux"      "216"
            }
        }
    }
}
Assume this should work, i found at some point this:

214 CBaseAnimating::SetLightingOrigin
215 CTFWeaponBaseGrenadeProj::Explode
216 CTFGrenadePipebombProjectile:etonate
217 CBaseGrenade::GetBlastForce
218 CTFGrenadePipebombProjectile::BounceSound

(have not test it myself yet)
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Last edited by snelvuur; 09-05-2012 at 07:05.
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Mecha the Slag
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Old 09-12-2012 , 12:50   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #47

I tested them and they're incorrect
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DarthNinja
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Old 09-13-2012 , 01:08   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #48

I just looked up the offsets, it appears they went up by 1 from the ones posted in the OP.
If someone would like to test the gamedata attached to this post and let me know, I'd appreciate it.
Attached Files
File Type: txt CTFGrenadeDetonate.txt (211 Bytes, 107 views)
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ddhoward
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Join Date: May 2012
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Old 09-17-2012 , 19:48   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #49

Quote:
Originally Posted by DarthNinja View Post
I just looked up the offsets, it appears they went up by 1 from the ones posted in the OP.
If someone would like to test the gamedata attached to this post and let me know, I'd appreciate it.
Doesn't seem to be working for me.

"SDK Tools" (1.4.7-dev) by AlliedModders LLC: Source SDK Tools
"[TF2] Automatic Demoman Detonation" (1.2.3) by DarthNinja
SourceMod 1.4.7-dev, by AlliedModders LLC

All other plugins were unloaded at the time. I tried it with both sm_kersplode_mode 1 and sm_kersplode_mode 2.
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snelvuur
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Old 11-03-2012 , 06:12   Re: [TF2] Automatic Demoman Detonation
Reply With Quote #50

Isn't there a easier way to look up these things? I dont mind looking up stuff, but mostly its a bit wild guessing for me when i follow that tut. on how to get them.
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