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[TF2] RocketBounce


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Leonardo
Veteran Member
Join Date: Feb 2010
Location: 90's
Old 03-08-2011 , 03:43   Re: [TF2] RawketBawnce
Reply With Quote #11

bouncing homing rockets. it's a bloody dangerous!

also
can't destroy sentries, dispensers, ...

Last edited by Leonardo; 03-08-2011 at 09:11.
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FunkyLoveCow
Senior Member
Join Date: May 2010
Old 03-08-2011 , 15:02   Re: [TF2] RawketBawnce
Reply With Quote #12

How can I modify this (or Sarge's) so that it can be triggered for only specific players?
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FlaminSarge
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Join Date: Jul 2010
Old 03-08-2011 , 17:37   Re: [TF2] RawketBawnce
Reply With Quote #13

Use https://forums.alliedmods.net/showpo...5&postcount=18

Easy. I'll work on that next.

Also I totally forgot about crossbow bolts, they're tf_projectile_healing_bolt or something.

They travel farther with each bounce, doing more damage or healing more.

I'll also add a building check in the "explode near players" check.

EDIT: Building checks, etc, are done. I'll paste when I can.

Also renewed arrow trails on each bounce so the arrows don't become f***ing ninjas. Needs gamedata. tf2.rocketbounce.txt sound good, ash?


EDIT2: Here. @ asherkin, after the recent update, the DeflectProjectile (trail fix) doesn't seem to work anymore, but it doesn't crash either. Hm.
Attached Files
File Type: sp Get Plugin or Get Source (rocketBounce.sp - 527 views - 9.5 KB)
File Type: txt tf2.rocketbounce.txt (326 Bytes, 280 views)
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Last edited by FlaminSarge; 07-09-2012 at 02:33.
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Drixevel
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Join Date: Sep 2009
Location: Somewhere headbangin'
Old 05-01-2011 , 13:32   Re: [TF2] RocketBounce
Reply With Quote #14

Code:
L 05/01/2011 - 12:28:56: [SM] Plugin encountered error 25: Call was aborted
L 05/01/2011 - 12:28:56: [SM] Native "SetFailState" reported: Could not initialize call for CTFProjectile_Arrow::IncrementDeflect
L 05/01/2011 - 12:28:56: [SM] Displaying call stack trace for plugin "RocketBounce.smx":
L 05/01/2011 - 12:28:56: [SM]   [0]  Line 52, rocketBounce.sp::OnPluginStart()
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 05-01-2011 , 14:26   Re: [TF2] RocketBounce
Reply With Quote #15

Quote:
Originally Posted by r3dw3r3w0lf View Post
Code:
L 05/01/2011 - 12:28:56: [SM] Plugin encountered error 25: Call was aborted
L 05/01/2011 - 12:28:56: [SM] Native "SetFailState" reported: Could not initialize call for CTFProjectile_Arrow::IncrementDeflect
L 05/01/2011 - 12:28:56: [SM] Displaying call stack trace for plugin "RocketBounce.smx":
L 05/01/2011 - 12:28:56: [SM]   [0]  Line 52, rocketBounce.sp::OnPluginStart()
Change the CTFProjectile_Arrow::IncrementDeflect sig to
Code:
\x51\x56\x8B\xF1\x8B\x86\x2A\x2A\x2A\x2A\x8D\x8E\x2A\x2A\x2A\x2A\x8D\x54\x24\x04
And next time, it's nice if you specify you aren't actually using the original version, at least it was obvious this time.
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Drixevel
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Old 05-01-2011 , 14:29   Re: [TF2] RocketBounce
Reply With Quote #16

...thanks. I'll change it now.
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FunkyLoveCow
Senior Member
Join Date: May 2010
Old 05-02-2011 , 12:21   Re: [TF2] RocketBounce
Reply With Quote #17

Quote:
Originally Posted by asherkin View Post
Change the CTFProjectile_Arrow::IncrementDeflect sig to
Code:
\x51\x56\x8B\xF1\x8B\x86\x2A\x2A\x2A\x2A\x8D\x8E\x2A\x2A\x2A\x2A\x8D\x54\x24\x04
And next time, it's nice if you specify you aren't actually using the original version, at least it was obvious this time.
Are there other signatures that need to be updated? I am probably directing this more at FlaminSarge than asherkin, since he built the one that bounces all projectiles.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-03-2011 , 00:16   Re: [TF2] RocketBounce
Reply With Quote #18

The IncrementDeflect sig is the only one that changed for rocketBounce...
It'd be better to use offsets for these, since those are easier to find. I have the version, will post later.

EDIT: Now, 1.4. The sm_rb_all cvar is now sm_rb_which, which determines which projectiles to bounce.
You add up the numbers of the ones you want to bounce.
1 - rocket
2 - flare
4 - arrow
8 - crossbow bolt
16 - sentry rocket
32 - mangler bolt
64 - bison "bolt" (really just the invisible gravity-affected invisible projectile that comes from it every time you fire; very very useless)

The following still respect sm_rb_max and sm_rb_which:
Cvar: sm_rb_defaultenable - default "toggle" setting for joining clients (1 means they should have it enabled when they join, 0 disabled)
Command: sm_rb_toggle - default generic admin flag, toggles RB being enabled on self.
Override: sm_rb_toggle_others - default cheats flag, allows sm_rb_toggle to target others.

Thanks to McKay for his stuff, though too many if statements and too much repeated code.

Plugin (1.5) updated 7/10/2013, gamedata updated 11/3/2014.
Attached Files
File Type: sp Get Plugin or Get Source (rocketBounce.sp - 651 views - 11.8 KB)
File Type: smx rocketBounce.smx (8.6 KB, 379 views)
File Type: txt tf2.rocketbounce.txt (334 Bytes, 344 views)
__________________
Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.

Last edited by FlaminSarge; 11-03-2014 at 04:09.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 05-24-2011 , 16:00   Re: [TF2] RocketBounce
Reply With Quote #19

Very cool!

Does this take water into consideration? Namely being inside water and shooting, and being outside water and shooting into it.

Last edited by Thraka; 05-24-2011 at 16:04.
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FlaminSarge
Veteran Member
Join Date: Jul 2010
Old 05-26-2011 , 15:28   Re: [TF2] RocketBounce
Reply With Quote #20

Bouncing off water surfaces? I'm not sure.
__________________
Bread EOTL GunMettle Invasion Jungle Inferno will break everything. Don't even ask.

All plugins: Randomizer/GiveWeapon, ModelManager, etc.
Post in plugin threads with questions.
Steam is for playing games.
You will be fed to javalia otherwise.
Psyduck likes replays.
FlaminSarge is offline
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