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[L4D2] Explosive Cars v1.0.4


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irogue
Senior Member
Join Date: Jan 2011
Location: Australia
Old 03-12-2011 , 14:42   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #111

Quote:
Originally Posted by honorcode23 View Post
Try again with this gamedata file and tell me if it works, thanks.
Thanks for the quick reply, giving it a go now will let you know how it goes.

EDIT: Working fine thanks once again for the fast update / fix.

Last edited by irogue; 03-12-2011 at 14:57.
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adrianman
Senior Member
Join Date: Sep 2010
Old 03-12-2011 , 18:42   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #112

works fine now thanks
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Rawns
New Member
Join Date: Mar 2011
Old 03-18-2011 , 16:52   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #113

Can someone tell me how to lower the amount of damage a car can take? I'd like to make it exploder quicker when shooting it.
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Recon-1
Senior Member
Join Date: Sep 2009
Old 03-19-2011 , 05:25   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #114

Found a weird glitch or minor bug when using this and your Objects Spawner Plugin, seems nearly ALL of the vehicles will explode that are spawned. Including the static props. I mean it seems fine but will you be updating it anytime soon ?
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Dean Winchester
Junior Member
Join Date: Oct 2010
Old 03-19-2011 , 22:30   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #115

Hello,

update work but i have this msg in console :

L 03/20/2011 - 03:17:14: [SM] Native "GetEdictClassname" reported: Invalid edict (4095 - 4095)
L 03/20/2011 - 03:17:14: [SM] Displaying call stack trace for plugin "l4d2_explosive_cars.smx":
L 03/20/2011 - 03:17:14: [SM] [0] Line 341, M:\serveurL4D2\left4dead2\left4dead2\addons\s ourcemod\scripting\l4d2
_explosive_cars.sp::OnTakeDamagePost()

It is can be not grave but if that can be to fix? ^^
Dean Winchester is offline
irogue
Senior Member
Join Date: Jan 2011
Location: Australia
Old 03-20-2011 , 03:22   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #116

Had a weird instance with this the other day playing No Mercy map in L4d2, the generator on the top floor of the level with the elevator, a team mate threw a molotov on and or near the generator as we progressed a few meters later a msg popped up stating a car had blowen up like per nomral when a car explodes.

I couldn't clearly see what happened as i was vomited on at the time but the only thing to come to mind was the generator perhaps is what blew up.
irogue is offline
Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 03-20-2011 , 06:00   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #117

Great idea! And nicely made.

Approved.
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paul92
Senior Member
Join Date: Sep 2010
Old 03-20-2011 , 09:57   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #118

Can you help me?
I set 3000 health for cars, i leave the 45.67 multiplier for the explosion, but whit only 1 granade (launcher's granade) the car explodes... But if the normal granade's damage is 15-20 (writed on the .cfg file) the damage per granade should be 20*45 =900
So my question is: How much is the real normal granade's damage??

Another bug i found is about the extra inferno's flame:
Altough i set it to 0 or 1 extra flame upon explosion, anyway it consider as there are 2 inferno's flame.
If i set something higher than 2 anyway it works (i setted 10 for instance and i died in 1 second).

Can you fix it? (i'm using windows if this can help)

Sorry for my bad english,
Paul92

Last edited by paul92; 03-20-2011 at 10:35. Reason: Bug found
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Dean Winchester
Junior Member
Join Date: Oct 2010
Old 03-22-2011 , 12:54   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #119

Hi,

erf nobody have this error : Invalid edict (4095 - 4095) in line 341 ?

Always write that in console, write buckle !
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honorcode23
BANNED
Join Date: Mar 2010
Location: Chile
Old 03-22-2011 , 17:07   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #120

Happens when you use outdated versions of sdkhooks.
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