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[L4D2] Release Infected's Victim 1.3a


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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 03-01-2010 , 15:04   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #101

Thanks! I updated to use AskPluginLoad2. I'm also going to do that to my other plugins, I like that much better! The FCVAR_NOTIFY I wanted to keep on all 6 cvars since each one affects game play if changed so clients should know if it was changed.

Is that reasoning not sound? Just checking. Thanks for the tips!
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SCHWEDEN
Member
Join Date: Dec 2007
Location: 127.0.0.1
Old 03-01-2010 , 16:42   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #102

Failed to compile!
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 03-01-2010 , 17:13   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #103

Attached the compiled copy.. The forum doesn't support 1.3 and updated to AskPluginLoad2 requires 1.3
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psychonic

BAFFLED
Join Date: May 2008
Old 03-01-2010 , 17:20   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #104

Quote:
Originally Posted by Thraka View Post
Thanks! I updated to use AskPluginLoad2. I'm also going to do that to my other plugins, I like that much better!
You can also do it like this if you want the plugin(s) to be able to be compiled on both SM 1.3.x and lower. http://forums.alliedmods.net/showthread.php?t=99263

Quote:
Originally Posted by Thraka View Post
The FCVAR_NOTIFY I wanted to keep on all 6 cvars since each one affects game play if changed so clients should know if it was changed.

Is that reasoning not sound?
That reasoning is very sound and is the only other good reason to have that flag set. Like I said, I knew you may have done it intentionally, but it was worth mentioning since many people seem to blindly think it is supposed to go on all cvars. No harm.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 03-01-2010 , 18:06   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #105

I thought I had wrote this, but I cannot find it. I was trying to say that passing the client id around in the timer for my plugin doesn't really matter. The timer is only created when the client has entered a specific state. The timer clears the state. It doesn't care which client it is, real or not. So if the client disconnects while in the state, I still need that specific client that was tracked to be cleared.

However, I'll keep this in mind. It's a good point that I never thought about.
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 03-14-2010 , 13:33   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #106

excellent mod, i love it. i finally got it working (forgot to put the .txt file in first, had to read through the whole thread lol). haven't gotten any complaints so far. thanks a lot.
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quang20082008
Member
Join Date: Mar 2010
Old 03-15-2010 , 13:12   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #107

Can't use release on 3 Infected , how to use this , i test it but only smoker can release Sur (Hidden Ability) :@).
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 03-15-2010 , 20:13   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #108

Not sure what you're trying to say. It sounds like you're saying that release isn't working for anyone this plugin enables it for. You'll need to change the .cfg file to turn them on.
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 03-15-2010 , 20:35   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #109

i've had a few complaints from people saying that as soon as they reach the end of there charge, or as soon as they pounce a victim, it automatically releases them. i haven't run into this myself so i'm not sure if it's them accidentally pressing the melee key or not.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 03-15-2010 , 21:06   Re: [L4D2] Release Infected's Victim 1.3a
Reply With Quote #110

Most likely people just trying to get the cheap punch in before the beating animation begins, which doesn't work now anyway.
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