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[L4D & L4D2]Witch fixes[Left 4 Fix]


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Lux
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Old 04-10-2020 , 09:58   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #41

Quote:
Originally Posted by larrybrains View Post
Is the Witch Prevent Target Loss plugin compatible with setting z_witch_allow_change_victim to 0 in L4D2?
Should not effect that cvar at all regardless of value, if cvar is 1 witch can still change to survivors blocking her.

Prevent target loss patches movefailure to retry pathing everything rather than making witch run away.
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tRololo312312
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Old 05-15-2020 , 09:06   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #42

Target loss can still happen if witch is on fire.
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larrybrains
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Old 05-15-2020 , 13:15   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #43

Would you happen to know what is causing the witch to get stuck on various stuff in the game?

This happens fairly often on my server. She will try to go through a door or around a corner, and just get stuck on the doorframe or wall and stand there with her arms outstretched. Here is an example:


https://youtu.be/G5tNj1J-row

I am wondering if there is a way to prevent her from doing this? Sometimes she will get stuck like that and not be able to get unstuck (unlike the above video), and then survivors can just easily destroy her with melees.

Here are the plugins I am running in relation to the witch:
  • "[L4D2]Witch_allow_in_safezone" (1.1) by Lux & Harry Potter
  • "[L4D2]Witch_Double_Start_Fix" (1.0) by Lux
  • "[L4D2]witch_prevent_target_loss" (1.1.1) by Lux
  • "[L4D2]Witch_update_witch_nbm" (1.0) by Lux

Some Server info:
  • Sourcemod: 1.9 (6281)
  • Metamod: 1.11 (1127)
  • Running Sir Please Competitive Rework
  • 100 Tick (with "Tickrate Fixes" 1.0 plugin)
  • nb_update_frequency 0.018
  • z_witch_allow_change_victim 0

Last edited by larrybrains; 05-15-2020 at 13:18.
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Spirit_12
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Old 05-15-2020 , 17:20   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #44

I think what you got there is a case of 'dumb witch syndrome'.

Not sure if the plugin modifies any of the nav meshes, but that could be a reason. Does it happen on every map or a particular area? Also, the think function might be causing it.
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larrybrains
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Join Date: May 2017
Old 05-15-2020 , 17:24   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #45

Quote:
Originally Posted by Spirit_12 View Post
I think what you got there is a case of 'dumb witch syndrome'.

Not sure if the plugin modifies any of the nav meshes, but that could be a reason. Does it happen on every map or a particular area? Also, the think function might be causing it.
It seems to happen on any map in various areas, so difficult to pin down exactly what in the maps might would be causing it.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 05-15-2020 , 18:11   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #46

It is also happen for me randomly in random place, like witch stuck her hand in door edge.

I noticed, I can always reproduce the case in versus map: l4d_vs_airport01_greenhouse
(however, no problem in coop map)

Witch placement: https://imgur.com/a/RKkcggS

Start shooting position to provoke bug: https://imgur.com/a/C5LnJiN

Stuck position: https://imgur.com/a/x4RTO76

Even after shut down me with long range attack, she can't move close enough to finish me: https://imgur.com/a/jJYKxIE
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Lux
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Old 05-15-2020 , 18:28   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #47

running nb_update_frequency at low values can cause this, since nextbots are intended to be left at 0.1ms and using the witch_prevent_target_loss you will notice this more since the witch would normally run away crying and despawn if she lost her target on the navmesh which it prevents.
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larrybrains
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Old 05-15-2020 , 23:20   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #48

Quote:
Originally Posted by Lux View Post
running nb_update_frequency at low values can cause this, since nextbots are intended to be left at 0.1ms and using the witch_prevent_target_loss you will notice this more since the witch would normally run away crying and despawn if she lost her target on the navmesh which it prevents.
So is there an ideal value to run nb_update_frequency with [L4D2]Witch_update_witch_nbm running?

EDIT: I see it is defined as 0.033 in witch_update_nbm.sp. Is that what I should be running nb_update_frequency at?

Last edited by larrybrains; 05-15-2020 at 23:33.
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Lux
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Old 05-16-2020 , 00:11   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #49

0.33 is around 30~Hz she updates at and Witch_update_witch_nbm is just a prototype of dynamically changing her updaterate depending on what she is doing e.g. climbing she is at 15Hz attacking a downed survivor she is at the servers max tickrate.

This plugin only really has an effect if nb_update_frequency is at 0.033 or above and clients have lerp @ 0.0667 or above else you will see stuttering witch.
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Last edited by Lux; 05-16-2020 at 00:12.
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larrybrains
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Old 05-16-2020 , 00:22   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #50

Quote:
Originally Posted by Lux View Post
0.33 is around 30~Hz she updates at and Witch_update_witch_nbm is just a prototype of dynamically changing her updaterate depending on what she is doing e.g. climbing she is at 15Hz attacking a downed survivor she is at the servers max tickrate.

This plugin only really has an effect if nb_update_frequency is at 0.033 or above and clients have lerp @ 0.0667 or above else you will see stuttering witch.
Ah, okay, that makes sense then. I have a lot of players running 0.0167 or lower lerp and have nb_update_frequency at 0.018 on the server. I will try disabling the Witch_update_witch_nbm plugin for a while and see how that goes. Thanks.
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