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[L4D & L4D2] Incapped Weapons Patch (1.36) [25-Mar-2024]


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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 11-08-2020 , 09:25   Re: [L4D & L4D2] Incapped Weapons Patch (1.10) [10-May-2020]
Reply With Quote #21

Report bug, if you incap and then switch team to infected,
can't use M2 attack
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szatan
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Join Date: Oct 2012
Location: c8m1_apartment
Old 11-09-2020 , 04:21   Re: [L4D & L4D2] Incapped Weapons Patch (1.10) [10-May-2020]
Reply With Quote #22

Howdy there partners!
I'm looking for help or guidance. I'd like to use this plugin in a different way than it's intended.
Instead of balls out unlocking all weapons, I'd like it to only change all melee weapons to a magnum pistol when incapacitated.
Could anybody help me make appropriate changes to the code?
I am not that much of a coder person myself.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 11-09-2020 , 05:25   Re: [L4D & L4D2] Incapped Weapons Patch (1.10) [10-May-2020]
Reply With Quote #23

Quote:
Originally Posted by szatan View Post
[...]
This plugin covers that: [L4D2] Incapped Magnum
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szatan
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Join Date: Oct 2012
Location: c8m1_apartment
Old 11-09-2020 , 07:27   Re: [L4D & L4D2] Incapped Weapons Patch (1.10) [10-May-2020]
Reply With Quote #24

Quote:
Originally Posted by cravenge View Post
This plugin covers that: [L4D2] Incapped Magnum
You immediately assumed I didn't know how to use the search option, and that's understandable.
Well, my dear sir, that plugin over there, the Incapped Magnum, is full of bugs, sometimes it gives a player the magnum, sometimes the player's weapon disappears and they are left empty handed on the floor.
I can't imagine a way to fix that plugin, it's an old one that wasn't updated in years I'd say.
That's why I'm looking for a different plugin tampering with the weapons on the ground, more up to date so to speak. One that would guarantee other players won't have to suffer the fate of laying on the ground unarmed.

Also, Incapped Weapons has a problem with Chainsaws. I disabled Chainsaws and all weapons on the ground, except melees and pistols. When a player gets incapacitated with a chainsaw at their disposal, they can use whichever weapon they held before going down. Be it any rifle or shotgun or said chainsaw. No matter that those weapons are restricted in my cfg.

Last edited by szatan; 11-09-2020 at 07:29.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 11-09-2020 , 09:26   Re: [L4D & L4D2] Incapped Weapons Patch (1.10) [10-May-2020]
Reply With Quote #25

Quote:
Originally Posted by szatan View Post
You immediately assumed I didn't know how to use the search option, and that's understandable.
I didn't even made any assumption. I just guided you to the plugin if it was what you wanted.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-15-2021 , 20:43   Re: [L4D & L4D2] Incapped Weapons Patch (1.10) [10-May-2020]
Reply With Quote #26

Quote:
Originally Posted by HarryPotter View Post
Report bug, if you incap and then switch team to infected,
can't use M2 attack
Thanks should be fixed in latest update.



All other features requested someone else can write, I don't have time. Working defib or pills will take some effort to script and make bug free.
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Mystik Spiral
Senior Member
Join Date: Oct 2020
Location: Orlando, FL
Old 03-05-2021 , 10:04   Re: [L4D & L4D2] Incapped Weapons Patch (1.11) [15-Feb-2021]
Reply With Quote #27

While incapped, all weapons behave as expected against infected. However, only the melee weapon does friendly-fire against other players, the primary weapon and pistols/magnum do not.

I suggest that melee weapons should not cause friendly-fire when incapped to match the behavior of pistols/magnum and primary weapon.

Update: I'm sure there are many ways to do this, but one way would be in your Event_Incapped function to hook SDKHook_OnTakeDamage (unhook as appropriate when player not incapped), then in OnTakeDamage function check for melee weapon (and victim/attacker are both valid and survivor) and return Plugin_Handled if true. Chances are you know a better way to do this...just trying to help if possible.
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Last edited by Mystik Spiral; 03-05-2021 at 10:29.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 03-05-2021 , 10:58   Re: [L4D & L4D2] Incapped Weapons Patch (1.11) [15-Feb-2021]
Reply With Quote #28

Thanks, will update at some point. Don't have time for a while.
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Mystik Spiral
Senior Member
Join Date: Oct 2020
Location: Orlando, FL
Old 03-05-2021 , 11:19   Re: [L4D & L4D2] Incapped Weapons Patch (1.11) [15-Feb-2021]
Reply With Quote #29

Quote:
Originally Posted by Silvers View Post
Thanks, will update at some point. Don't have time for a while.
No worries, I completely understand. In the meantime, I have released a new version of my Reverse Friendly-Fire plugin with a new ConVar (reverseff_attackerincapped) to specifically deal with this issue...if set to false it blocks friendly-fire if the attacker is incapped.
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Last edited by Mystik Spiral; 03-06-2021 at 07:00. Reason: add link
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 03-08-2021 , 06:34   Re: [L4D & L4D2] Incapped Weapons Patch (1.12) [08-Mar-2021]
Reply With Quote #30

Done!

Code:
1.12 (08-Mar-2021)
    - Added cvar "l4d_incapped_weapons_melee" to control Melee weapon damage to Survivors. Thanks to "Mystik Spiral" for reporting.
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