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[L4D & L4D2] Left 4 DHooks Direct (1.145) [03-Apr-2024]


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kevinracer
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Join Date: Dec 2009
Old 09-28-2022 , 06:55   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #751

Is "l4d_unreserve_full 1" still work or native automatic is 1?
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Forgetest
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Join Date: Aug 2020
Old 09-28-2022 , 08:11   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #752

Quote:
Originally Posted by tRololo312312 View Post
Wish there was a alternative for IsReachable for infected. Checking nav flow is nowhere near as accurate, but trying to use IsReachable on infected bots causes random crashes despite actually working.
Guess you can get there simply with NavAreaBuildPath, perhaps at a little more cost of performance over IsReachable which has cache system built-in.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-28-2022 , 08:40   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #753

Quote:
Originally Posted by kevinracer View Post
Is "l4d_unreserve_full 1" still work or native automatic is 1?
Yeah this works.

Quote:
Originally Posted by Forgetest View Post
Guess you can get there simply with NavAreaBuildPath, perhaps at a little more cost of performance over IsReachable which has cache system built-in.
This still considers out-of-bounds as a valid path. I can't get other "NavAreaBuildPath" to work, crashes on SDKCall.
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Last edited by Silvers; 09-29-2022 at 08:38.
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JLmelenchon
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Join Date: Mar 2019
Old 09-28-2022 , 09:15   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #754

Did l4d_hasanysurvivorleftstart area got replaced? Can't find it anymore with 1.107

Last edited by JLmelenchon; 09-28-2022 at 09:16.
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gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 09-28-2022 , 11:14   Re: [L4D & L4D2] Left 4 DHooks Direct (1.115) [20-Sep-2022]
Reply With Quote #755

Quote:
Originally Posted by Silvers View Post
1.115 (20-Sep-2022)
Thanks for L4D_OnForceSurvivorPositions() support, I already tested it in several gaming sessions and it seems it's working as intended.

May I request one more?
CDirector::OnReleaseSurvivorPositions
The counter part of the first one, it would allow developers to freeze (with L4D_OnForceSurvivorPositions()) not only the map's survivor set but all players in the map no matter the survivor character, so we can release them at the proper time with this new forward.

On another topic I want to ask a question about this one
CFlexExpresser::InputSpeakResponseConcept()
This is the orator entity that controls the dialogues between survivors. How hard would it be to create a forward with the SpeakResponseConcept string as a parameter? This, in theory, would allow me to fix a bug in my plugin by forcing a survivor to perform a scene even if it's the incorrect survivor. (using another plugin like SceneProcessor)
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Last edited by gabuch2; 09-28-2022 at 11:14.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-28-2022 , 17:53   Re: [L4D & L4D2] Left 4 DHooks Direct (1.115) [20-Sep-2022]
Reply With Quote #756

Quote:
Originally Posted by JLmelenchon View Post
Did l4d_hasanysurvivorleftstart area got replaced? Can't find it anymore with 1.107
L4D_HasAnySurvivorLeftSafeArea
Also, update to latest!

Quote:
Originally Posted by gabuch2 View Post
-
Will look into it.
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Last edited by Silvers; 09-28-2022 at 17:53.
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BRU7US
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Join Date: Jul 2020
Location: Tatarstan, Kazan
Old 09-28-2022 , 18:03   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #757

Quote:
Originally Posted by JLmelenchon View Post
Did l4d_hasanysurvivorleftstart area got replaced? Can't find it anymore with 1.107
Try L4D_IsAnySurvivorInStartArea()
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tRololo312312
Senior Member
Join Date: Apr 2015
Old 09-28-2022 , 20:43   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #758

Quote:
Originally Posted by Forgetest View Post
Guess you can get there simply with NavAreaBuildPath, perhaps at a little more cost of performance over IsReachable which has cache system built-in.
Already tried and the core issue is it counts two way connections valid EVEN if the jump height is too high for SI bots, With IsReachable it calculates correctly if the nav is too high and even excludes Tank from this check, its just the crashing makes it unusable.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-29-2022 , 14:29   Re: [L4D & L4D2] Left 4 DHooks Direct (1.116) [21-Sep-2022]
Reply With Quote #759

Quote:
Originally Posted by tRololo312312 View Post
Already tried and the core issue is it counts two way connections valid EVEN if the jump height is too high for SI bots, With IsReachable it calculates correctly if the nav is too high and even excludes Tank from this check, its just the crashing makes it unusable.
Which area/map is this? I want to test the case.

Does the native still crash? It's checking the client provided is a Survivor bot to call SurvivorBot::IsReachable or it'll attempt to find a Survivor bot. Unless you have an old version before this change I think it should be fixed.

With minimal test cases L4D2_IsReachable and L4D2_NavAreaBuildPath both return 0 for the same out-of-bounds areas. While some out-of-bounds areas both return true. It seems when they return true the bots will attempt to access that area and get stuck, then teleport to the player. I don't know how else to definitively detect an area that is out-of-bounds to Survivors.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-30-2022 , 12:05   Re: [L4D & L4D2] Left 4 DHooks Direct (1.117) [30-Sep-2022]
Reply With Quote #760

Code:
1.117 (30-Sep-2022)
    - Added forward "L4D_OnReleaseSurvivorPositions" to trigger after round start when Survivors are released from starting positions, usually first map and finale escape start, not all maps. Requested by "gabuch2".
    - Added forwards "L4D_OnSpeakResponseConcept_Pre" and "L4D_OnSpeakResponseConcept_Post" to trigger when a talker response is triggered. Requested by "gabuch2".
    - Added some details for the "*_Detonate*" forwards in the "left4dhooks.inc" include file

    - Updated: Plugin and test plugin.
    - Updated: "left4dhooks.inc" Include file.
    - Updated: "left4dhooks.l4d1.txt" GameData file.
    - Updated: "left4dhooks.l4d2.txt" GameData file.
    - Updated: "/scripting/l4dd/l4dd_forwards.sp" project file.
    - Updated: "/scripting/l4dd/l4dd_setup.sp" project file.
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