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Bomb Status [ V 1.7 ]


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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 01-24-2015 , 14:12   Re: Bomb Status [ V 1.4 - Huge Update ]
Reply With Quote #101

No one tested the new version ? I want to know if some of you had problems with it.
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FR0NTLINE
AlliedModders Donor
Join Date: Apr 2006
Location: Riverside Cali
Old 01-25-2015 , 21:06   Re: Bomb Status [ V 1.4 - Huge Update ]
Reply With Quote #102

I'lll test it now.
I installed everything and got an error my game won't open.
L 01/25/2015 - 18:47:59: [CSX] Could not load csstats file: cstrike\
it worked before this.
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Last edited by FR0NTLINE; 01-25-2015 at 21:51. Reason: editing
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 01-28-2015 , 11:09   Re: Bomb Status [ V 1.4 - Huge Update ]
Reply With Quote #103

Quote:
Originally Posted by FR0NTLINE View Post
I'lll test it now.
I installed everything and got an error my game won't open.
L 01/25/2015 - 18:47:59: [CSX] Could not load csstats file: cstrike\
it worked before this.
Strange, what amxx version are you using ?
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 02-01-2015 , 12:59   Re: Bomb Status [ V 1.6 ]
Reply With Quote #104

Update!
Code:
+Fixed defusing status, now it's working properly 
+Fixed a bug when time remaining untile explosion is not properly updated
+Fixed a bug when, on some maps, teleport function will stuck you into the ground or into some boxes
+Fixed a bug with removing line from file when tempfile path get wrong
+Fixed a bug with adding lines to file when it leave a space after last line and the new added
+Fixed registering twice Ham_WeaponIdle
+Improved code readability
+Fixed a wrong key in lang file
+Added new translations into ml file
+Now mp_c4timer is cached with CvarCache native
+Removed treemap search
+Teleport menu is now global
+Teleport menu is now destroyed in plugin_end
+Optimized FindBombSites function, now with 50% less native calls by doing some tricks
+Fixed defusing status won't ever show up into hud
+Fixed defusing status doesn't dissappear when defusion is canceled
+Now using just a command to turn hud on/off, more convenient
+Added check to see if c4 is valid in AddPlayerItem
+Fixed origin swapping, now it's properly implemented
Please stop using 1.4/1.5 version and download 1.6 one, if you want this plugin to work as it should.
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Last edited by HamletEagle; 02-21-2015 at 08:14.
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Flick3rR
Veteran Member
Join Date: Feb 2014
Location: Bulgaria, Stara Zagora
Old 02-03-2015 , 15:45   Re: Bomb Status [ V 1.6 ]
Reply With Quote #105

Well, dude, that's an awesome progress you have reached here, with that good one. For me, that should be approved atleast because it's functionating without problems and could be used in many and different servers. It's a matter of point of view for each person, but it must be taken objectively. I hope it will get what it's meant to get as soon as possible. Keep it on!
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 02-20-2015 , 13:09   Re: Bomb Status [ V 1.6 ]
Reply With Quote #106

Uploaded a quick fix for throwable c4 detection, it was missing an != -1 check. Added to 1.6 changelog
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 04-19-2015 , 07:05   Re: Bomb Status [ V 1.6 ]
Reply With Quote #107

Bump
I would like to ask if an approver could recheck this and tell me if everything is fine.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 04-28-2015 , 11:52   Re: Bomb Status [ V 1.6 ]
Reply With Quote #108

Today I decided to give infodecals another try. This is the plugin that I used to test:
PHP Code:
#include <amxmodx>
#include <fakemeta>
#include <engine>

new DecalIndex[2

public 
plugin_init()
{
    
DecalIndex[0] = get_decal_index("{siteA")
    
DecalIndex[1] = get_decal_index("{siteB")
    
    new 
Entity find_ent_by_class(-1"func_bomb_target")
    
GetInfoDecalEntity(Entity)
    
GetInfoDecalEntity(find_ent_by_class(Entity"func_bomb_target"))
}

GetInfoDecalEntity(Entity)
{
    if(
pev_valid(Entity))
    {
        new 
InfoDecalEnts[128], DecalsNumInfoDecalEntIndex
        DecalsNum 
find_sphere_class(Entity"infodecal"1000.0InfoDecalEntssizeof InfoDecalEnts)
        
        new 
Float:BombSiteOrigin[3]; pev(Entitypev_originBombSiteOrigin)
        new 
Float:ShortestDistanceFloat:InfoDecalEntOrigin[3], Float:CurrentDistanceFoundEntity
        
        
for(new iDecalsNumi++) 
        { 
            
InfoDecalEntIndex InfoDecalEnts[i]
            if(
pev_valid(InfoDecalEntIndex))
            {
                
pev(InfoDecalEntIndexpev_originInfoDecalEntOrigin)
                
CurrentDistance get_distance_f(BombSiteOriginInfoDecalEntOrigin)
                
                if(
CurrentDistance ShortestDistance || !ShortestDistance)
                {
                    
ShortestDistance CurrentDistance
                    FoundEntity 
InfoDecalEntIndex
                
}
            }
        }
        
        new const 
BombSites[][] = {"A""B"}
        new 
EntitySkinpev(FoundEntitypev_skin)
        new 
Size sizeof DecalIndex
        
        
for(new iSizei++)
        {
            if(
EntitySkin == DecalIndex[i])
            {
                
server_print("Entity %i is %s"EntityBombSites[i])
                break
            }
        }
    }

I tested all default de_* maps. Some of them have infodecal entities, but this does not mean that they have also {siteA or {siteB markers. This is why I got weird results some months ago.(Radius is huge because I increased it for testing)
I can implement that, but as long as I could not found at least one map in which this detection will work, I fell like it's pointless. Also tried to loop all infodecal entities and check their skin, same result, no marker for bomb site. Arkshine, what do you think ?
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Last edited by HamletEagle; 04-28-2015 at 11:54.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 04-29-2015 , 03:42   Re: Bomb Status [ V 1.6 ]
Reply With Quote #109

I just said this could be one of possible method to sort automatically bomb sites (actually probably the only one), it doesn't have to rely only on that. I don't know exactly how much maps use the default {siteA/B decals, you could always have a list of decals anyway that you're filling progressively. But considering it doesn't take that much code and that generally you have a decal near which indicates bomb site, this could be worth to experiment more.
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Old 06-05-2015, 13:04
HamletEagle
This message has been deleted by HamletEagle.
HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 07-01-2016 , 12:22   Re: Bomb Status [ V 1.7 ]
Reply With Quote #110

Plugin updated.
Code:
Fixed a bug when planting status is not removed on GameCommencing event or NewRound
Fixed a bug with teleport function where on small bombsite it fails.
Fixed a bug with teleport function where, on some maps it teleport you above ground and you get fall damage
Fixed bugs with bombsite detection.
Added detection by infodecal entities which never fail. If no infodecals, it uses the standard method.
Added teleportation restrictions in freezetime and after bomb is planted(by cvar)
Fixed a bug when teleport function would transfer you to wrong bomb site.
Code cleaned and improved.
I finally got the time and motivation to finish what I started. Infodecal detection was added and now plugin guess right on all maps that I tested(mostly default maps). Also everything was fixed so this should be the final version.

Menu is now restricted when infodecal method is available.
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Last edited by HamletEagle; 07-01-2016 at 12:23.
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