Raised This Month: $32 Target: $400
 8% 

[L4D2] AutoHelp


Post New Thread Reply   
 
Thread Tools Display Modes
chinagreenelvis
Senior Member
Join Date: Dec 2009
Old 12-19-2013 , 00:29   Re: [L4D2] AutoHelp
Reply With Quote #31

Updated cge_l4d2_autohelp.txt to fix problems with not being able to break free from chargers and hunters. (Valve updates constantly break these signatures, so be aware of that.)
Attached Files
File Type: txt cge_l4d2_autohelp.txt (536 Bytes, 612 views)
chinagreenelvis is offline
LoneBat
Senior Member
Join Date: Dec 2013
Location: China
Old 02-13-2014 , 11:21   Re: [L4D2] AutoHelp
Reply With Quote #32

Quote:
L 02/13/2014 - 23:56:28: SourceMod error session started
L 02/13/2014 - 23:56:28: Info (map "endoftheroad") (file "errors_20140213.log")
L 02/13/2014 - 23:56:28: [SDKTOOLS] Sigscan for FireOutput failed - Disabling detour to prevent crashes
L 02/13/2014 - 23:56:53: [SDKTOOLS] "FindEntityByClassname" not supported by this mod, falling back to IServerTools method.
L 02/14/2014 - 00:01:56: [SM] Plugin encountered error 25: Call was aborted
L 02/14/2014 - 00:01:56: [SM] Native "SetFailState" reported: Can't get CTerrorPlayer::OnPounceEnd SDKCall!
L 02/14/2014 - 00:01:56: [SM] Displaying call stack trace for plugin "cge_l4d2_autohelp.smx":
L 02/14/2014 - 00:01:56: [SM] [0] Line 721, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::CallOnPounceEnd()
L 02/14/2014 - 00:01:56: [SM] [1] Line 618, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::KnockAttacker()
L 02/14/2014 - 00:01:56: [SM] [2] Line 597, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::SelfRevive()
L 02/14/2014 - 00:01:56: [SM] [3] Line 403, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Timer_SelfRevive()
L 02/14/2014 - 00:13:43: Error log file session closed.
LoneBat is offline
RavenDan29
Veteran Member
Join Date: Sep 2009
Old 03-21-2014 , 08:13   Re: [L4D2] AutoHelp
Reply With Quote #33

Has the glideing along hunched up whilst walking animation bug been fixed?
__________________
RavenDan29 is offline
Mortiegama
Senior Member
Join Date: Feb 2010
Old 05-15-2014 , 08:36   Re: [L4D2] AutoHelp
Reply With Quote #34

Having two problems with this plugin:

1) If you are incapped before a mission fails/ends then you are "revived" at the start of the next map. I restart rounds with 10 HP sometimes.
2) When I'm incapped and being pounded, pounced etc. I still revive and it breaks the infected hold. Need to check if being pounded, pounced, dragged.
__________________
Mortiegama is offline
runkeballe
Member
Join Date: Jul 2011
Old 02-26-2016 , 16:22   Re: [L4D2] AutoHelp
Reply With Quote #35

i got tank issues with this mod, after killing a tank it doesnt fall down it just kinda stand still and roar and doesnt dissapear causing other tanks not to spawn...how can i fix this.??? or is mod broke..?
runkeballe is offline
chinagreenelvis
Senior Member
Join Date: Dec 2009
Old 05-31-2016 , 04:52   Re: [L4D2] AutoHelp
Reply With Quote #36

Quote:
Originally Posted by Mortiegama View Post
Having two problems with this plugin:

2) When I'm incapped and being pounded, pounced etc. I still revive and it breaks the infected hold. Need to check if being pounded, pounced, dragged.
That's a feature of the mod; there's already an option for disabling that:

Quote:
// Allow AutoHelp for special infected holds?, 0:No, 1:Yes
// -
// Default: "1"
autohelp_specials "1"

Last edited by chinagreenelvis; 05-31-2016 at 04:55.
chinagreenelvis is offline
chinagreenelvis
Senior Member
Join Date: Dec 2009
Old 05-31-2016 , 04:55   Re: [L4D2] AutoHelp
Reply With Quote #37

Quote:
Originally Posted by runkeballe View Post
i got tank issues with this mod, after killing a tank it doesnt fall down it just kinda stand still and roar and doesnt dissapear causing other tanks not to spawn...how can i fix this.??? or is mod broke..?
This mod has nothing to do with tanks.
chinagreenelvis is offline
NgBUCKWANGS
Senior Member
Join Date: Dec 2014
Old 09-29-2016 , 15:55   Re: [L4D2] AutoHelp
Reply With Quote #38

This is a fair plugin and works for the most part on a Linux server. Some issues I've noticed are
  • After a round restart, your health is lower than it should be if it restarts while you're on the ground.
  • After a round restart, after a bit, you'll start helping yourself up (while you're already up, freezing you in place).
  • After a round restart, if you start to help yourself up, you can go from 100 green, to 1 down bleeding red.
The idea is pretty good and the execution is fair, I hope these issues get addressed. Thank you

Last edited by NgBUCKWANGS; 09-29-2016 at 15:57.
NgBUCKWANGS is offline
CarlWantsACar
Junior Member
Join Date: Feb 2018
Old 10-06-2018 , 11:23   Re: [L4D2] AutoHelp
Reply With Quote #39

When map restarts when all players died. It oftens pop-up helping but i'm not even incapped, and then it loses health to red. Fix this
CarlWantsACar is offline
theproperson
Member
Join Date: Feb 2017
Old 10-24-2018 , 00:12   Re: [L4D2] AutoHelp
Reply With Quote #40

Quite possibly the greatest auto-help plugin to ever be made since it acts just like a normal revive without any extra input or the need for teammates. Even supports bots and has working revive animations which makes it beat most of the newer ones.

Just wish someone would convert it to new syntax and fix the bugs it has.

Last edited by theproperson; 10-24-2018 at 00:13.
theproperson is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 00:21.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode