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[L4D2] Jockey Auto Jump (1.3) [11-Dec-2022]


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Author
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Plugin ID:
6586
Plugin Version:
1.3
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    3 
    Plugin Description:
    Makes the Jockey automatically jump when riding a survivor.
    Old 05-31-2019 , 22:42   [L4D2] Jockey Auto Jump (1.3) [11-Dec-2022]
    Reply With Quote #1

    About:

    Allows the Jockey to automatically jump when riding on a survivor. Cvars to control humans/bots/height/delay.
    Use the [L4D2] Jockey jump plugin by DieTeetasse if you want humans to control when to jump.


    Thanks:

    CVars:

    Saved to l4d2_jockey_autojump.cfg in your servers \cfg\sourcemod\ folder.

    PHP Code:
    // 0=Plugin off, 1=Plugin on.
    l4d2_jockey_autojump_allow "1"

    // Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).
    l4d2_jockey_autojump_modes ""

    // Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).
    l4d2_jockey_autojump_modes_off ""

    // Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.
    l4d2_jockey_autojump_modes_tog "0"

    // 0=Humans only. 1=Bots only. 2=Both.
    l4d2_jockey_autojump_bots "1"

    // The height of the jump, must be above 250.
    l4d2_jockey_autojump_force "300.0"

    // Min time before jumping again.
    l4d2_jockey_autojump_time_min "0.1"

    // Max time before jumping again.
    l4d2_jockey_autojump_time_max "0.5"

    // Jockey Autojump plugin version.
    l4d2_jockey_autojump_version 

    Changes:
    Code:
    1.3 (11-Dec-2022)
        - Changes to fix compile warnings on SourceMod 1.11.
    
    1.2 (10-May-2020)
        - Extra checks to prevent "IsAllowedGameMode" throwing errors.
        - Various changes to tidy up code.
    
    1.1 (01-Apr-2020)
        - Fixed "IsAllowedGameMode" from throwing errors when the "_tog" cvar was changed before MapStart.
    
    1.0.1 (02-Aug-2019)
        - Fixed continuous jumping when going AFK - Thanks to "Marttt" for fixing.
    
    1.0 (01-Jun-2019)
        - Initial release.

    Installation:
    1. Click "Get Plugin" and put the .smx file into your servers \addons\sourcemod\plugins\ folder.
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d2_jockey_autojump.sp - 461 views - 10.5 KB)
    __________________

    Last edited by Silvers; 12-10-2022 at 19:04.
    Silvers is offline
    BHaType
    Great Tester of Whatever
    Join Date: Jun 2018
    Old 06-01-2019 , 00:26   Re: [L4D2] Jockey Auto Jump (1.0) [01-Jun-2019]
    Reply With Quote #2

    Perfect
    BHaType is offline
    Send a message via AIM to BHaType
    strikeraot
    Senior Member
    Join Date: Dec 2018
    Location: Viet Nam
    Old 06-01-2019 , 03:25   Re: [L4D2] Jockey Auto Jump (1.0) [01-Jun-2019]
    Reply With Quote #3

    not error yet
    strikeraot is offline
    phoenix0001
    Senior Member
    Join Date: Apr 2010
    Location: China
    Old 06-05-2019 , 12:11   Re: [L4D2] Jockey Auto Jump (1.0) [01-Jun-2019]
    Reply With Quote #4

    This plugin is very interesting~ I really like it~
    __________________
    I like this BBS sharing of spirit

    I come from China, my English is poor
    phoenix0001 is offline
    AK978
    Senior Member
    Join Date: Jun 2018
    Old 06-05-2019 , 14:26   Re: [L4D2] Jockey Auto Jump (1.0) [01-Jun-2019]
    Reply With Quote #5

    no error.
    AK978 is offline
    Marttt
    Veteran Member
    Join Date: Jan 2019
    Location: Brazil
    Old 07-19-2019 , 21:32   Re: [L4D2] Jockey Auto Jump (1.0) [01-Jun-2019]
    Reply With Quote #6

    Hey Silvers,

    I found a bug.

    When a jockey rides a client, if that client goes idle, the plugin continues to elevating the client forever to the sky.

    Looks like a bug on the FL_ONGROUND flag.
    When a player goes idle this flag always have the FL_ONGROUND value and still holds that value even if the client returns.

    So I made a change to fix that issue...

    I replaced:
    Code:
    if( GetEntProp(victim, Prop_Send, "m_fFlags") & FL_ONGROUND )
    with:
    Code:
    if( GetEntPropEnt(victim, Prop_Send, "m_hGroundEntity") == 0 )
    And looks like It's working now.
    __________________

    Last edited by Marttt; 08-02-2019 at 12:58.
    Marttt is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 08-02-2019 , 12:53   Re: [L4D2] Jockey Auto Jump (1.0) [01-Jun-2019]
    Reply With Quote #7

    Quote:
    Originally Posted by Marttt View Post
    Hey Silvers,

    I found a bug.
    Thank you. Updated.
    __________________
    Silvers is offline
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