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[DoD:S] Bleed


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Author
Root_
Veteran Member
Join Date: Jan 2012
Location: ryssland
Plugin ID:
3740
Plugin Version:
1.2
Plugin Category:
Gameplay
Plugin Game:
Day of Defeat: Source
Plugin Dependencies:
    Servers with this Plugin:
    6 
    Plugin Description:
    Makes player bleeding after taking X damage for Y health every Z seconds
    Old 07-10-2013 , 13:17   [DoD:S] Bleed
    Reply With Quote #1

    Once some guy requested a proper 'bleed' plugin with more function. I totally forgot about that, and remembered it in half an hour ago lol.
    This plugin makes player bleeding after taking X damage for Y health every Z seconds.
    Fully compatible with realism physics (you just need to disable native bleeding from this plugin, that's all.)

    CONVARS:
    • dod_bleed_health - If mode is set to 0, start bleeding if player got less health, otherwise when player got damaged for more than this value. (Default: 30)
    • dod_bleed_mode - Determines a mode to start bleeding. 0 - if player is having less than X health. 1 - If player got damaged for more than X health
    • dod_bleed_delay - Delay between taking damage on bleed (in seconds). (Default:1.5 seconds)
    • dod_bleed_damage_head - Damage to take to a player which got hit in the head. (Default: 4 health)
    • dod_bleed_damage_chest - Damage to take to a player which got hit in a body. (Default: 3 health)
    • dod_bleed_damage_other - Default damage to take to a player while bleeding. (Default: 2 health)

    Plugin generates config file (cfg/sourcemod/dod_bleed.cfg)

    Servers with this plugin

    Download plugin
    Browse source code
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    Last edited by Root_; 01-21-2014 at 11:32. Reason: fb given
    Root_ is offline
    Root_
    Veteran Member
    Join Date: Jan 2012
    Location: ryssland
    Old 07-10-2013 , 13:39   Re: [DoD:S] Bleed
    Reply With Quote #2

    whoops! fixed serious bug (when attacker, which caused bleedings, disconnected)
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    Root_ is offline
    RedSword
    SourceMod Plugin Approver
    Join Date: Mar 2006
    Location: Quebec, Canada
    Old 07-11-2013 , 19:20   Re: [DoD:S] Bleed
    Reply With Quote #3

    You may want to correct "dod_bleed_health"'s description. I believe it is doing something else than its definition @ line 167. You should say it is conditional to dod_bleed_mode. Also saying "A [something]" makes me believe there are more "minimum player's health needed to start bleeding".

    Also in your plugin, it seems that if I bleed from the head/chest, then from a small region (i.e. left leg), I would lose less health per tick...

    Code:
    IsClientInGame(BleedInfo[i][attacker])
    This is wrong. First, why would you stop bleeding when your attacker left ? Then let's say that was intended; then how would you explain someone else taking a recently-quit attacker's slot (attacker leave, someone else join), and get a kill, without even getting out of his spawn ? ... :/

    And cool thing you commented.

    Red
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    Root_
    Veteran Member
    Join Date: Jan 2012
    Location: ryssland
    Old 07-12-2013 , 05:59   Re: [DoD:S] Bleed
    Reply With Quote #4

    Quote:
    Originally Posted by RedSword View Post
    You may want to correct "dod_bleed_health"'s description
    Done.
    Quote:
    Originally Posted by RedSword View Post
    Also in your plugin, it seems that if I bleed from the head/chest, then from a small region (i.e. left leg), I would lose less health per tick...
    Indeed. I just suck at testing.... fixed now
    Quote:
    Originally Posted by RedSword View Post
    First, why would you stop bleeding when your attacker left ? Then let's say that was intended; then how would you explain someone else taking a recently-quit attacker's slot (attacker leave, someone else join)
    I kicked a bot which injured me and I stopped bleeding... but I havent tested if another bot joined. Really new bot killed me somehow.

    So plugin is updated, fixed all of above, hopefully
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    Last edited by Root_; 07-12-2013 at 12:02.
    Root_ is offline
    RedSword
    SourceMod Plugin Approver
    Join Date: Mar 2006
    Location: Quebec, Canada
    Old 07-12-2013 , 20:59   Re: [DoD:S] Bleed
    Reply With Quote #5

    Quote:
    Originally Posted by Root_ View Post
    [...]
    Quote:
    Originally Posted by RedSword View Post
    Also in your plugin, it seems that if I bleed from the head/chest, then from a small region (i.e. left leg), I would lose less health per tick...
    Indeed. I just suck at testing.... fixed now
    Quote:
    Originally Posted by RedSword View Post
    First, why would you stop bleeding when your attacker left ? Then let's say that was intended; then how would you explain someone else taking a recently-quit attacker's slot (attacker leave, someone else join)
    I kicked a bot which injured me and I stopped bleeding... but I havent tested if another bot joined. Really new bot killed me somehow.

    So plugin is updated, fixed all of above, hopefully
    Not...

    There are still 2 things I mentioned you did not correct...
    __________________
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    Root_
    Veteran Member
    Join Date: Jan 2012
    Location: ryssland
    Old 07-13-2013 , 02:19   Re: [DoD:S] Bleed
    Reply With Quote #6

    I've fixed bleeding damage when player received a shot in chest and then in arm or w/e, also changed descriptionn, and timer stopping when attacker is disconnected.
    About thing when attacker is disconnected and another connected - player still receiving a damage, but from another 'new' player - I have no idea how to fix that (tried to pass event userid rather than real userid, but it not helped)
    EDIT: fixed
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    Last edited by Root_; 07-13-2013 at 02:54.
    Root_ is offline
    RedSword
    SourceMod Plugin Approver
    Join Date: Mar 2006
    Location: Quebec, Canada
    Old 07-13-2013 , 03:16   Re: [DoD:S] Bleed
    Reply With Quote #7

    new attackerID = (GetClientOfUserId(BleedInfo[i][attacker]) != 0) ? GetClientOfUserId(BleedInfo[i][attacker]) : 0;

    You can simply do "new attackerID = GetClientOfUserId(BleedInfo[i][attacker]);"

    And you're still preventing someone from bleeding from a higher part.

    i.e. StartBleed ==> OTHER

    then the player receives a critical hit at the chest. In Event_Player_Damaged, the victim will be considered like "already bleeding". This means a player can "prevent" a higher blood-loss from a less higher one.

    i.e. Get hit in the leg --> Bleeding 2/sec ; Bleeding --> Get hit in the stomach --> still bleed 2/sec, rather than 3/sec.





    Red
    __________________
    My plugins :
    Red Maze
    Afk Bomb
    RAWR (per player/rounds Awp Restrict.)
    Kill Assist
    Be Medic

    You can also Donate if you appreciate my work

    Last edited by RedSword; 07-13-2013 at 03:17.
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    Root_
    Veteran Member
    Join Date: Jan 2012
    Location: ryssland
    Old 07-13-2013 , 03:50   Re: [DoD:S] Bleed
    Reply With Quote #8

    Okay RedSword I've fixed this - now damage is increasing every time player get damaged while bleeding.
    Thanks for feedback!
    __________________


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    Root_ is offline
    RedSword
    SourceMod Plugin Approver
    Join Date: Mar 2006
    Location: Quebec, Canada
    Old 07-13-2013 , 11:27   Re: [DoD:S] Bleed
    Reply With Quote #9

    Code:
    if (GetClientHealth(i) > oldhp/bleedinghealth)
    I think >= would be better.

    But looks ok. Approved.

    Red
    __________________
    My plugins :
    Red Maze
    Afk Bomb
    RAWR (per player/rounds Awp Restrict.)
    Kill Assist
    Be Medic

    You can also Donate if you appreciate my work
    RedSword is offline
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