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[L4D2] AutoHelp


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chinagreenelvis
Senior Member
Join Date: Dec 2009
Old 09-19-2012 , 13:59   Re: [L4D2] AutoHelp
Reply With Quote #21

Update, version 1.2.2 - Fix to prevent stack trace log errors
Attached Files
File Type: sp Get Plugin or Get Source (cge_l4d2_autohelp.sp - 557 views - 25.2 KB)
File Type: txt cge_l4d2_autohelp.txt (465 Bytes, 250 views)
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chinagreenelvis
Senior Member
Join Date: Dec 2009
Old 09-19-2012 , 15:59   Re: [L4D2] AutoHelp
Reply With Quote #22

Update, version 1.2.3 - More bugfixes, fixed wrong filename for included text file
Attached Files
File Type: txt cge_l4d2_autohelp.txt (465 Bytes, 299 views)
File Type: sp Get Plugin or Get Source (cge_l4d2_autohelp.sp - 1067 views - 25.3 KB)

Last edited by chinagreenelvis; 09-19-2012 at 17:28.
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yokomo
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Join Date: May 2010
Location: Malaysia
Old 09-20-2012 , 02:33   Re: [L4D2] AutoHelp
Reply With Quote #23

Quote:
Originally Posted by chinagreenelvis View Post
Update, version 1.2.3 - More bugfixes, fixed wrong filename for included text file
Man seriously why you keep attaching your updated sourcecode into new post? just edit and attach it on the 1st post so people don't have to go and read all the post you made. By the way i like your plugin, thanks for it.
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chinagreenelvis
Senior Member
Join Date: Dec 2009
Old 09-20-2012 , 13:46   Re: [L4D2] AutoHelp
Reply With Quote #24

Quote:
Originally Posted by yokomo View Post
Man seriously why you keep attaching your updated sourcecode into new post? just edit and attach it on the 1st post so people don't have to go and read all the post you made. By the way i like your plugin, thanks for it.
It is edited and re-uploaded to the first post. I make update posts to bring the thread back to the front so that people know it's updated, and I attach the updates to those posts so that

a. people don't have to navigate back to the first page to download it and
b. so I always have an archived copy I can re-download if I realize I've done something wrong (I don't feel like keeping a million copies on my hard drive, it just gets too confusing)

Last edited by chinagreenelvis; 09-20-2012 at 13:46.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
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Old 09-20-2012 , 14:00   Re: [L4D2] AutoHelp
Reply With Quote #25

Quote:
Originally Posted by chinagreenelvis View Post
It is edited and re-uploaded to the first post. I make update posts to bring the thread back to the front so that people know it's updated, and I attach the updates to those posts so that
That's always seemed to be standard practice to me.

Quote:
Originally Posted by chinagreenelvis View Post
b. so I always have an archived copy I can re-download if I realize I've done something wrong (I don't feel like keeping a million copies on my hard drive, it just gets too confusing)
A source code repository online, such as through Github or Google Code is extremely useful for this sort of thing.
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Serpentdipity
Member
Join Date: Oct 2012
Old 11-08-2012 , 01:50   Re: [L4D2] AutoHelp
Reply With Quote #26

how do I set or change the survivor_max_incapacitated_count to a given number?... Never mind this question! Server.cfg sm_surv

Last edited by Serpentdipity; 11-08-2012 at 23:23. Reason: found out answer to question
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Serpentdipity
Member
Join Date: Oct 2012
Old 11-11-2012 , 07:43   Re: [L4D2] AutoHelp
Reply With Quote #27

Hello! I've been using this plugin for a few days now and I'm reporting some errors I've been getting. We are able to pick ourselves up most of the time but there are events that sporadically reset the timer almost continuously, preventing us from picking ourselves up. Here are the logs:

Quote:
L 11/11/2012 - 07:24:49: [SM] Native "KillTimer" reported: Invalid timer handle 16fc031a (error 1)
L 11/11/2012 - 07:24:49: [SM] Displaying call stack trace for plugin "cge_l4d2_autohelp.smx":
L 11/11/2012 - 07:24:49: [SM] [0] Line 475, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::RestartTimer()
L 11/11/2012 - 07:24:49: [SM] [1] Line 455, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Event_PlayerHurt()
--------------
L 11/08/2012 - 21:56:28: [SM] Native "SlapPlayer" reported: Client 11 is not in game
L 11/08/2012 - 21:56:28: [SM] Displaying call stack trace for plugin "cge_l4d2_autohelp.smx":
L 11/08/2012 - 21:56:28: [SM] [0] Line 667, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Timer_SlapPlayer()
L 11/08/2012 - 21:56:28: [SM] Native "SlapPlayer" reported: Client 11 is not in game
L 11/08/2012 - 21:56:28: [SM] Displaying call stack trace for plugin "cge_l4d2_autohelp.smx":
L 11/08/2012 - 21:56:28: [SM] [0] Line 667, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Timer_SlapPlayer()
---------------------------
L 11/08/2012 - 21:53:20: [SM] Native "SlapPlayer" reported: Client 11 is not in game
L 11/08/2012 - 21:53:20: [SM] Displaying call stack trace for plugin "cge_l4d2_autohelp.smx":
L 11/08/2012 - 21:53:20: [SM] [0] Line 667, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Timer_SlapPlayer()
L 11/08/2012 - 21:53:20: [SM] Native "SlapPlayer" reported: Client 11 is not in game
L 11/08/2012 - 21:53:20: [SM] Displaying call stack trace for plugin "cge_l4d2_autohelp.smx":
L 11/08/2012 - 21:53:20: [SM] [0] Line 667, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Timer_SlapPlayer()
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Cj878
New Member
Join Date: Nov 2012
Old 11-23-2012 , 01:27   Re: [L4D2] AutoHelp
Reply With Quote #28

I am new to this kind of stuff so how do i enable this for use?
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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 12-02-2012 , 15:37   Re: [L4D2] AutoHelp
Reply With Quote #29

Quote:
Originally Posted by Serpentdipity View Post
Hello! I've been using this plugin for a few days now and I'm reporting some errors I've been getting. We are able to pick ourselves up most of the time but there are events that sporadically reset the timer almost continuously, preventing us from picking ourselves up. Here are the logs:
I am experiencing the same problem:

Code:
L 12/02/2012 - 23:15:50: SourceMod error session started
L 12/02/2012 - 23:15:50: Info (map "c12m3_bridge") (file "errors_20121202.log")
L 12/02/2012 - 23:15:50: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 12/02/2012 - 23:15:50: [SM] Displaying call stack trace for plugin "L4D2_autohelp.smx":
L 12/02/2012 - 23:15:50: [SM]   [0]  Line 433, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Event_PlayerHurt()
L 12/02/2012 - 23:19:03: Error log file session closed.
L 12/02/2012 - 23:25:02: SourceMod error session started
L 12/02/2012 - 23:25:02: Info (map "c12m4_barn") (file "errors_20121202.log")
L 12/02/2012 - 23:25:02: [SM] Native "KillTimer" reported: Invalid timer handle 3a190151 (error 1)
L 12/02/2012 - 23:25:02: [SM] Displaying call stack trace for plugin "L4D2_autohelp.smx":
L 12/02/2012 - 23:25:02: [SM]   [0]  Line 475, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::RestartTimer()
L 12/02/2012 - 23:25:02: [SM]   [1]  Line 455, /home/groups/alliedmodders/forums/files/6/6/3/4/6/109650.attach::Event_PlayerHurt()
L 12/02/2012 - 23:26:36: Error log file session closed.
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RavenDan29
Veteran Member
Join Date: Sep 2009
Old 08-20-2013 , 20:52   Re: [L4D2] AutoHelp
Reply With Quote #30

Don't like the third person animation after being incapicited looks nasty all hunched up glideing along stead of walking please fix it, stops the lessthan4dead plugin being viable without this plugin.

Just noticed these animation settings,

I think you ment to put
"AutoHelp duration for ledge grabs (setting lower than 4 will cause animation issues, higher than 5 will disable the animation)" instead of
"AutoHelp duration for ledge grabs (setting higher than 4 will cause animation issues, higher than 5 will disable the animation)"
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Last edited by RavenDan29; 08-20-2013 at 21:01.
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