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


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Lux
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Old 01-12-2020 , 11:42   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #31

Quote:
Originally Posted by ben12398 View Post
Hi

Sometimes people startle witch and go idle to avoid being punished

I want to ask if yours can fix this problem?

Much thanks
nope

Not really working, the witch target patch breaks target changing same with the fix extension when going idle link below is my attempt to retarget the witch to pure EHandles, but hit dhook limitation so needs extension it's self
https://github.com/LuxLuma/Left-4-fi...tch_target_fix
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Lux
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Old 01-12-2020 , 11:51   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #32

Quote:
Originally Posted by Dragokas View Post
I'm planning to implement new game-modes that require some plugins be unloaded on the fly (or not loaded) on map start.
So what opportunities do we have here:
1) move plugin to "disabled" folder, and don't forget to revert back (more work)
2) set X_ConVar_Enable to 0 in some plugins, but they get re-loaded from *.cfg on map start (so, useless).
3) sm plugins unload X (easy, but unsafe)
4) ??? separate server. No, not an option for me.

AFAIK, server shutdown also initiate plugins unload, so it's better to implement for reason: not get extra or wrong crash report.

Just load and unload plugins that need to be, don't reload everything since it's kinda pointless
and have a folder or something that will be loaded 100% of the time and never unloaded.
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xZk
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Old 01-12-2020 , 13:03   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #33

Quote:
Originally Posted by Lux View Post
nope

Not really working, the witch target patch breaks target changing same with the fix extension when going idle link below is my attempt to retarget the witch to pure EHandles, but hit dhook limitation so needs extension it's self
https://github.com/LuxLuma/Left-4-fi...tch_target_fix
Maybe it can be relatively fixed, if at the moment the player is idle, create damage to the witch (possibly ignite) from the player's bot and thus avoid for a moment unless he loses his target.
Something similar to what this does https://forums.alliedmods.net/showthread.php?p=1621505
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Dragokas
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Old 01-12-2020 , 13:06   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #34

Quote:
Originally Posted by Lux View Post
nope

Not really working, the witch target patch breaks target changing same with the fix extension when going idle link below is my attempt to retarget the witch to pure EHandles, but hit dhook limitation so needs extension it's self
https://github.com/LuxLuma/Left-4-fi...tch_target_fix
Is witch_harasser_set receive correct target?
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Lux
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Old 01-12-2020 , 15:56   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #35

Quote:
Originally Posted by xZk View Post
Maybe it can be relatively fixed, if at the moment the player is idle, create damage to the witch (possibly ignite) from the player's bot and thus avoid for a moment unless he loses his target.
Something similar to what this does https://forums.alliedmods.net/showthread.php?p=1621505
I already thought about that but if the witch is on fire WitchBurn::WitchBurn behavior is already active and you can nolonger restartle her(even bile don't work), you would need to recreate the witch as a workaround
for this I accept no workarounds only fixes.

You can set the harasser in an offset for the witch and set rage to 100% and she will go after who ever is the target(if she is damaged by someone else they will take priority) but still not work for fire :c

Quote:
Originally Posted by Dragokas View Post
Is witch_harasser_set receive correct target?
If you use the target patch it should be always correct harasser event
The witch harasser is stored at offset 7628‬ as a EHandle.

so you can get with by reading
Code:
LoadEntityHandleFromAddress(GetEntityAddress(witch) + view_as<Address>(7628‬));


EDIT:
For anyone who don't know this the witch has a timeout timer for burning that deals 9999 damage on timeout of 30 sec by default
This is the cvar for it it only effects the witch, not anything else the game makes it seem like it effects common from the name.
Code:
z_burning_lifetime
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Last edited by Lux; 01-12-2020 at 22:57.
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Dragokas
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Old 01-13-2020 , 00:59   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #36

So, just block afk. What's problem.
Attached Files
File Type: sp Get Plugin or Get Source (l4d_witch_afk_lock.sp - 306 views - 2.0 KB)
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Silvers
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Old 01-13-2020 , 05:38   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #37

Quote:
Originally Posted by Dragokas View Post
So, just block afk. What's problem.
That's not the idea. The intention is to fix.

Quote:
Originally Posted by Lux View Post
for this I accept no workarounds only fixes.
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xZk
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Old 01-13-2020 , 09:04   Re: [L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #38

Quote:
Originally Posted by Lux View Post
I already thought about that but if the witch is on fire WitchBurn::WitchBurn behavior is already active and you can nolonger restartle her(even bile don't work), you would need to recreate the witch as a workaround
for this I accept no workarounds only fixes.

You can set the harasser in an offset for the witch and set rage to 100% and she will go after who ever is the target(if she is damaged by someone else they will take priority) but still not work for fire :c
I just tested that it could work with vomit the witch, but I think it might be a somewhat problematic solution :/
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Lux
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Old 04-08-2020 , 16:05   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #39

Update added L4D1 support to witchfixes.

L4D2:
Added: Allowed witches to target all playable characters
https://github.com/LuxLuma/Left-4-fi...94025deecb7b4a

This change is only needed for those who set character indexs above 7, e.g. 8 and 9.
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larrybrains
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Old 04-10-2020 , 02:02   Re: [L4D & L4D2]Witch fixes[Left 4 Fix]
Reply With Quote #40

Is the Witch Prevent Target Loss plugin compatible with setting z_witch_allow_change_victim to 0 in L4D2?
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