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Machina "Sound" Block [Solved]


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napalm00
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Location: Italy, sadly
Old 03-29-2012 , 00:35   Re: Machina "Sound" Block.. or alternative?
Reply With Quote #31

Quote:
Originally Posted by Powerlord View Post
Righteous Bison and Pomson 6000 to name two.
Do they actually fire a single death event for both players killed by the same projectile? So far I've only seen them firing two separate death events :O unless something has changed.
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Powerlord
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Old 03-29-2012 , 00:44   Re: Machina "Sound" Block.. or alternative?
Reply With Quote #32

Quote:
Originally Posted by napalm00 View Post
Do they actually fire a single death event for both players killed by the same projectile? So far I've only seen them firing two separate death events :O unless something has changed.
The Machina also fires separate player_death events for each player penetrated... it has to, seeing as how you only have one victim userid per player_death event.
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napalm00
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Old 03-29-2012 , 00:58   Re: Machina "Sound" Block.. or alternative?
Reply With Quote #33

Quote:
Originally Posted by Powerlord View Post
The Machina also fires separate player_death events for each player penetrated... it has to, seeing as how you only have one victim userid per player_death event.
Yes, but while the machina displays only one kill message for each doublekill, the bison (or any other laz0r weapon) prints two death events. Not sure if it's just the game merging them, but checking the "playerpenetratecount" value for every laz0r weapon (bison, pomsom, mangler...) would be a good idea.
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Last edited by napalm00; 03-29-2012 at 00:59.
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ReFlexPoison
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Old 03-29-2012 , 02:36   Re: Machina "Sound" Block [Solved]
Reply With Quote #34

Well if I may ask, will the code stated before give a large performance increase? I'm only running a ded. server from my house for friends and people wanting to hang out forgetting about ping issues. However, I still need to make sure the server will run properly like it did before.
Code:
#include <sourcemod>

public OnPluginStart() HookEvent("player_death", Event_PlayerDeath, EventHookMode_Pre);

public Action:Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
{
    SetEventInt(event, "playerpenetratecount", 0);
    return Plugin_Continue;
}  

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napalm00
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Join Date: Jun 2011
Location: Italy, sadly
Old 03-29-2012 , 08:15   Re: Machina "Sound" Block [Solved]
Reply With Quote #35

Literally you won't notice ANY performance drop whatsoever. Our discussion was just hypohetical and to be honest both ways work just fine,it's not that we're working with databases or keyvalues here.
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