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[L4D & L4D2] Glare (2.15) [10-Jan-2024]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 05-18-2020 , 12:00   Re: [L4D & L4D2] Glare (1.5) [17-May-2020]
Reply With Quote #41

Quote:
Originally Posted by Silvers View Post
  • Louis and Zoey are missing the needed attachment point, causing the beam to never align correctly.
You can use the commands sm_glarepos and sm_glareang to modify the positions. If you get better ones, post them, I'm not wasting anymore time trying to align everything. The models are missing attachment points so looking down or moving will make the alighnment break etc. You're using custom models which might have different attachment points to the games stock models.
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Last edited by Silvers; 05-18-2020 at 12:04.
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Voevoda
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Join Date: Aug 2016
Old 05-20-2020 , 07:18   Re: [L4D & L4D2] Glare (1.5) [17-May-2020]
Reply With Quote #42







Hi Silvers pls fix

Last edited by Voevoda; 05-20-2020 at 07:19.
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Silvers
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Old 05-20-2020 , 15:06   Re: [L4D & L4D2] Glare (1.5) [17-May-2020]
Reply With Quote #43

Quote:
Originally Posted by Voevoda View Post
Hi Silvers pls fix
...

Quote:
Originally Posted by Silvers View Post
CSM will break the position and switching weapons should fix.
I'm not adding a constant timer to check everyones model if it has changed. Unless CSM provides a forward to notify when the model has changed, it's going to break like that. I don't care. Live with it or fix it yourself.
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BHaType
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Join Date: Jun 2018
Old 05-21-2020 , 02:33   Re: [L4D & L4D2] Glare (1.5) [17-May-2020]
Reply With Quote #44

Quote:
Originally Posted by Silvers View Post
...
Maybe I don't know something but why don't you use the "flashlight" attachment?

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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-24-2020 , 12:17   Re: [L4D & L4D2] Glare (1.5) [17-May-2020]
Reply With Quote #45

Quote:
Originally Posted by BHaType View Post
Maybe I don't know something but why don't you use the "flashlight" attachment?
Because I didn't know how to parent stuff to weapons in 2012. It's not simple like parenting to other entities.

Version 2.0 has proper beam placement for all weapons attached to the flashlight and no more manual positioning. Also added client prefs to save the color and a menu to select color. Release is on hold until I know exactly whats needed to finish a new Attachments_API plugin which will be required to run 2.0. Attachments_API also fixes the Flashlight/Hats plugins and other models attached to players when they change model using CSM. Again, not releasing until I can finalise what's required by another new plugin.
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Last edited by Silvers; 06-16-2020 at 09:04.
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Silvers
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Old 07-01-2020 , 01:46   Re: [L4D & L4D2] Glare (2.0) [01-Jul-2020]
Reply With Quote #46

Plugin heavily updated:

Code:
2.0 (30-May-2020)
    - Glare beam now properly aligned with all weapon flashlight attachment points for all survivors.
    - Glare position fixed when a players model has changed. Does this by dropping all weapons/items for 0.1s.
    - Optionally uses "ThirdPersonShoulder_Detect" plugin to enable/disable beam when changing view.
    - Removed commands "sm_glareang" and "sm_glarepos". No more manual positioning required.
    - Suggest changing cvar "l4d_glare_width" value to "5" to correctly match flashlight size.
    - Thanks to "Lux" for the bone merge method. Adapted from "Incapped Crawling" plugin.
Now requires the Attachments API plugin.
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HarryPotter
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Location: Taiwan, Asia
Old 07-03-2020 , 04:20   Re: [L4D & L4D2] Glare (2.0) [01-Jul-2020]
Reply With Quote #47

hi silvers, I found a bug here after I install this plugin [L4D2]Survivor_Legs(1.4.4 - 1/07/20)
I think maybe it conflicts with leg model.
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Angerfist2188
New Member
Join Date: Jun 2020
Old 07-03-2020 , 11:33   Re: [L4D & L4D2] Glare (2.0) [01-Jul-2020]
Reply With Quote #48

Quote:
Originally Posted by Silvers View Post
Plugin heavily updated:

Code:
2.0 (30-May-2020)
    - Glare beam now properly aligned with all weapon flashlight attachment points for all survivors.
    - Glare position fixed when a players model has changed. Does this by dropping all weapons/items for 0.1s.
    - Optionally uses "ThirdPersonShoulder_Detect" plugin to enable/disable beam when changing view.
    - Removed commands "sm_glareang" and "sm_glarepos". No more manual positioning required.
    - Suggest changing cvar "l4d_glare_width" value to "5" to correctly match flashlight size.
    - Thanks to "Lux" for the bone merge method. Adapted from "Incapped Crawling" plugin.
Now requires the Attachments API plugin.
when i compile this plugin in sm 1.11.0-git6582, i have error l4d_glare.sp<91> [ Error ] error 001: expected token:"{", but found "("

ps/ sorry for bad english

Last edited by Angerfist2188; 07-03-2020 at 11:35.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 07-03-2020 , 13:53   Re: [L4D & L4D2] Glare (2.0) [01-Jul-2020]
Reply With Quote #49

Quote:
Originally Posted by fbef0102 View Post
hi silvers, I found a bug here after I install this plugin [L4D2]Survivor_Legs(1.4.4 - 1/07/20)
I think maybe it conflicts with leg model.
This seems more like it would be a conflict with custom weapon models not containing the "flashlight" attachment point. The legs should have no affect and they work for me with the Glare plugin.


Quote:
Originally Posted by Angerfist2188 View Post
when i compile this plugin in sm 1.11.0-git6582, i have error l4d_glare.sp<91> [ Error ] error 001: expected token:"{", but found "("

ps/ sorry for bad english
Fixed.


Updated.

Should also downloaded the updated "Attachments_API" plugin.
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Last edited by Silvers; 07-03-2020 at 20:07.
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Voevoda
Senior Member
Join Date: Aug 2016
Old 02-02-2021 , 16:11   Re: [L4D & L4D2] Glare (2.3) [05-Aug-2020]
Reply With Quote #50

hello everyone here are these 3 crash server plugins

[ANY] Attachments API (1.6) [01-Oct-2020]
[L4D/L4D2]ThirdPersonShoulder_Detect(1.5.3 - 08/06/2020)
[L4D & L4D2] Glare (2.3) [05-Aug-2020]

gamemode Versus
sm 1.10
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