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[ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)


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Invisible Man
Junior Member
Join Date: Nov 2017
Location: Persia
Old 12-30-2017 , 09:57   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #81

Hello
this Plugin doesnt work on CS:GO and older versions of CS:S too and it gives the same error as CS:GO : CUtlLinkedList overflow!
Fix this issue please

Last edited by Invisible Man; 01-09-2018 at 08:30.
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pcmaster
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Join Date: Sep 2009
Old 12-30-2017 , 10:12   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #82

Quote:
Originally Posted by Invisible Man View Post
Hello
this Plugin doesnt work on CS:S v34 and it gives the same error as CS:GO : CUtlLinkedList overflow!
Fix this issue please
Update your server then.
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DJPlaya
Senior Member
Join Date: Nov 2014
Location: Germany
Old 12-30-2017 , 14:38   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #83

Quote:
Originally Posted by pcmaster View Post
Update your server then.
STUPID!
This Plugin dosent work and will never work like this, this Crash is because the Brushentity is larger then the Map itself. A entire rework would be needed so the Brushes stay inside the Map
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Indarello
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Join Date: Nov 2015
Location: Russia
Old 12-13-2018 , 12:53   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #84

This bug can be fixed if we make config for each map?
For example to turn noclip and fly to one side of map
GetClientAbsOrigin for vecMins then vecMax on another side?

Last edited by Indarello; 12-13-2018 at 12:54.
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Indarello
Senior Member
Join Date: Nov 2015
Location: Russia
Old 12-14-2018 , 02:03   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #85

You can try, make config for each map
sm_noclip name
sm_getabs
add in .sp
i add 3 maps for example
And dont try de_cache as a first map
Attached Files
File Type: sp Get Plugin or Get Source (snowfall.sp - 358 views - 4.0 KB)

Last edited by Indarello; 12-19-2019 at 13:39.
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panikajo
Member
Join Date: Jan 2013
Old 11-27-2019 , 15:52   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #86

not work now
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DJPlaya
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Old 12-06-2019 , 06:52   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #87

Quote:
Originally Posted by panikajo View Post
not work now
This never actually worked since the Plugin dosent know the Map Size which results in Leaks.
I saw an TF2 Server which had Snowfall, but it was a privat Plugin and probably had an per Map Config.

Ime currently working on an Plugin which also includes Snow, but theres alot todo till the release.
This may be an Alternative if you wanna try it out >
Quote:
Originally Posted by FlyingMongoose View Post
Code:
#include <sourcemod> #include <sdktools> public Plugin:myinfo = {     name = "Let It Snow",     author = "FlyingMongoose",     description = "Creates an entity to enforce it snow on the map",     version = "1.0",     url = "http://www.tunedchaos.com" } new Handle:cvarSnowOn; new PrecipIndex[MAXPLAYERS]; public OnPluginStart() {     cvarSnowOn = CreateConVar("letsnow_on","0","Turns snow on and off, 1=On 2=Off",FCVAR_PLUGIN,true,0.0,true,1.0);     HookConVarChange(cvarSnowOn,cvarSnowChanged); } public cvarSnowChanged(Handle:cvar, const String:oldVal[], const String:newVal[]) {     if(GetConVarBool(cvar))     {         for(new i=1; i < GetMaxClients(); i++)         {             if(IsClientInGame(i) && IsClientConnected(i) && i != 0)             {                 CreateSnow(i);             }         }         PrintToChatAll("\x06 [Let It Snow]: Snow has been enabled");     }else{         for(new i=1; i < GetMaxClients(); i++)         {             if(IsClientInGame(i) && IsClientConnected(i) && i != 0)             {                 RemoveSnow(i)             }         }         PrintToChatAll("\x06 [Let It Snow]: Snow has been disabled");     }     } public OnMapStart() {     PrecacheModel("props/cs_office/vending_machine.mdl",true);     if(GetConVarBool(cvarSnowOn))     {         for(new i=1; i < GetMaxClients(); i++)         {             if(IsClientInGame(i) && IsClientConnected(i) && i != 0)             {                 CreateSnow(i);             }         }     } } public OnClientPostAdminCheck(client) {     if(GetConVarBool(cvarSnowOn))     {         if(IsClientInGame(client) && IsClientConnected(client) && client != 0)         {             CreateSnow(client);         }     } } public OnClientDisconnect(client) {     if(GetConVarBool(cvarSnowOn))     {         if(IsClientInGame(client) && client != 0)         {             CreateSnow(client);         }     } } public CreateSnow(client) {     decl String:propName[128];     new Float:playerpos[3];     GetEntPropVector(client, Prop_Send, "m_vecOrigin", playerpos);     GetEntPropString(client,Prop_Data,"m_iName",propName,128);             PrecipIndex[client] = CreateEntityByName("func_precipitation");     if(PrecipIndex[client] != -1)     {         DispatchKeyValue(PrecipIndex[client],"parentname",propName);         DispatchKeyValue(PrecipIndex[client],"preciptype","3");         DispatchKeyValue(PrecipIndex[client],"renderamt","5");         DispatchKeyValue(PrecipIndex[client],"rendercolor","100 100 100");                 DispatchSpawn(PrecipIndex[client]);         ActivateEntity(PrecipIndex[client]);                 TeleportEntity(PrecipIndex[client], playerpos, NULL_VECTOR, NULL_VECTOR);                 SetEntityModel(PrecipIndex[client], "props/cs_office/vending_machine.mdl");                 new Float:minbounds[3] = {-100.0, -100.0, 0.0};         new Float:maxbounds[3] = {100.0, 100.0, 200.0};         SetEntPropVector(PrecipIndex[client], Prop_Send, "m_vecMins", minbounds);         SetEntPropVector(PrecipIndex[client], Prop_Send, "m_vecMaxs", maxbounds);                 SetEntProp(PrecipIndex[client], Prop_Send, "m_nSolidType", 2);                 new enteffects = GetEntProp(PrecipIndex[client], Prop_Send, "m_fEffects");         enteffects |= 32;         SetEntProp(PrecipIndex[client], Prop_Send, "m_fEffects", enteffects);     }else{         LogError("[SourceMod] LetItSnow Plugin Failed to create func_precipitation entity for client %d",client);     } } public RemoveSnow(client) {     if(PrecipIndex[client] != -1)     {         if(AcceptEntityInput(PrecipIndex[client],"kill"))         {             PrintToChat(client,"\x06 Snow has been removed from you");         }     } }
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panikajo
Member
Join Date: Jan 2013
Old 12-11-2019 , 06:11   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #88

Quote:
Originally Posted by DJPlaya View Post
This never actually worked since the Plugin dosent know the Map Size which results in Leaks.
I saw an TF2 Server which had Snowfall, but it was a privat Plugin and probably had an per Map Config.

Ime currently working on an Plugin which also includes Snow, but theres alot todo till the release.
This may be an Alternative if you wanna try it out >
didn't work for csgo
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DJPlaya
Senior Member
Join Date: Nov 2014
Location: Germany
Old 12-13-2019 , 08:55   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #89

Quote:
Originally Posted by panikajo View Post
didn't work for csgo
Ime not even sure if func_precipitation does exist in CSGO.
Using any of the Plugins in this Thread is generally risky.
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andi67
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Join Date: Mar 2007
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Old 12-14-2019 , 15:19   Re: [ANY] Snowfall (Configurable Precipitations) (new update 2.0 on 23/12/2016)
Reply With Quote #90

You could try lowering the density to get Ridge of the crashes, for CSGO you should use the particlesystem to create snow......
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Last edited by andi67; 12-14-2019 at 15:20.
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