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Super Destructive Grenades V2


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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-14-2014 , 04:48   Re: Super Destructive Grenades V2
Reply With Quote #51

I see no problem, though cvars should be put in amxx.cfg.

Just tested myself without your cvar values and it works fine. So it's most likely you did not test properly or cvars was not set as expected, something you can check with "cvarlist sdg_".
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MALON
Member
Join Date: Jan 2008
Old 05-14-2014 , 11:14   Re: Super Destructive Grenades V2
Reply With Quote #52

Quote:
Originally Posted by Arkshine View Post
I see no problem, though cvars should be put in amxx.cfg.

Just tested myself without your cvar values and it works fine. So it's most likely you did not test properly or cvars was not set as expected, something you can check with "cvarlist sdg_".
Hm, Strange....When I have the CVARS in server.cfg, I get the below result:

Code:
cvarlist sdg_
CVar List
--------------
sdg_break_mode  :        2
sdg_breakables_damage :     1000
sdg_explode_radius :     1000
sdg_knockback_player :     1000
sdg_knockback_weapons :     1000
sdg_through_walls :        1
sdg_version     :       21, sv
--------------
  7 CVars for [sdg_]
CvarList ? for syntax
But if I put the cvars in amxx.cfg like you said, this is the result:

Code:
cvarlist sdg_
CVar List
--------------
sdg_break_mode  :        1
sdg_breakables_damage :       75
sdg_explode_radius :      300
sdg_knockback_player :        8
sdg_knockback_weapons :       10
sdg_through_walls :        0
sdg_version     :       21, sv
--------------
  7 CVars for [sdg_]
CvarList ? for syntax
I went back and forth 5 times, double checking and making absolutely sure that my claim is true.

EDIT: Forgot to mention, that even when the cvars show up as being properly set, I still do not die, go flying, or break boxes.

EDIT2: If anyone is curious, I can get other plugins to work, such as Advanced Team Attack Controls, AMX Parachute, Poison Bullets, etc, just not this one

Last edited by MALON; 05-14-2014 at 11:33.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-14-2014 , 11:51   Re: Super Destructive Grenades V2
Reply With Quote #53

I still think you don't test properly. But assuming you're doing right, the only other possible I can think is the function which is called when an explosion happens, is not triggered.

Compile this plugin, I've added debug text.

1) Make sure you're using this plugin (amxx list -> you should see version 2.1.0-debug)
2) In game just buy an HE and throw it on the ground and see what happens.

If nothing happens, check the AMXX log (amxmodx/logs/) ; in latest you should see output (at least first line, example below).
E.g.
Code:
L 05/14/2014 - 17:47:23: [Untitled.amxx] Orpheu Hook: 1
L 05/14/2014 - 17:47:43: [Untitled.amxx] CGrenade_Detonate3 : 317
L 05/14/2014 - 17:47:43: [Untitled.amxx]        m_usEvent = 25
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 0, ent = 317, owner = 8, origin = 1608.2 2595.0 -7.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 1, ent = 317, owner = 8, origin = 1608.2 2595.0 -57.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 2, ent = 317, owner = 8, origin = 1608.2 2595.0 -82.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 3, ent = 317, owner = 8, origin = 1608.2 2595.0 -82.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
Attached Files
File Type: sma Get Plugin or Get Source (super_destructive_grenades_v21.sma - 740 views - 6.9 KB)
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Last edited by Arkshine; 05-14-2014 at 11:52.
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MALON
Member
Join Date: Jan 2008
Old 05-14-2014 , 12:06   Re: Super Destructive Grenades V2
Reply With Quote #54

Quote:
Originally Posted by Arkshine View Post
I still think you don't test properly. But assuming you're doing right, the only other possible I can think is the function which is called when an explosion happens, is not triggered.

Compile this plugin, I've added debug text.

1) Make sure you're using this plugin (amxx list -> you should see version 2.1.0-debug)
2) In game just buy an HE and throw it on the ground and see what happens.

If nothing happens, check the AMXX log (amxmodx/logs/) ; in latest you should see output (at least first line, example below).
E.g.
Code:
L 05/14/2014 - 17:47:23: [Untitled.amxx] Orpheu Hook: 1
L 05/14/2014 - 17:47:43: [Untitled.amxx] CGrenade_Detonate3 : 317
L 05/14/2014 - 17:47:43: [Untitled.amxx]        m_usEvent = 25
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 0, ent = 317, owner = 8, origin = 1608.2 2595.0 -7.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 1, ent = 317, owner = 8, origin = 1608.2 2595.0 -57.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 2, ent = 317, owner = 8, origin = 1608.2 2595.0 -82.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
L 05/14/2014 - 17:47:43: [Untitled.amxx]                find_knockback_entities = j = 3, ent = 317, owner = 8, origin = 1608.2 2595.0 -82.9 radius = 300.0, damage = 75.0, ff = 0, mode = 1, wallhit = 0
Okay, this is what I get:

Code:
amxx list
Currently loaded plugins:
       name                    version     author            file             status
 [  1] Super Destructive Gren  2.1.0-debu  hornet            super_destructi  running
1 plugins, 1 running

cvarlist sdg_
CVar List
--------------
sdg_break_mode  :        2
sdg_breakables_damage :     1000
sdg_explode_radius :     1000
sdg_knockback_player :     1000
sdg_knockback_weapons :     1000
sdg_through_walls :        1
sdg_version     :       21, sv
--------------
  7 CVars for [sdg_]
CvarList ? for syntax

L 05/14/2014 - 16:03:11: [super_destructive_grenades_v21.amxx] CGrenade_Detonate3 : 125
L 05/14/2014 - 16:03:11: [super_destructive_grenades_v21.amxx]  m_usEvent = 0
EDIT: forgot to add amxx logs...this is what I have

Code:
L 05/14/2014 - 16:02:10: -------- Mapchange to de_dust2 --------
L 05/14/2014 - 16:02:13: [super_destructive_grenades_v21.amxx] Orpheu Hook: 1
L 05/14/2014 - 16:03:11: [super_destructive_grenades_v21.amxx] CGrenade_Detonate3 : 125
L 05/14/2014 - 16:03:11: [super_destructive_grenades_v21.amxx]     m_usEvent = 0

Last edited by MALON; 05-14-2014 at 12:08.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-14-2014 , 12:16   Re: Super Destructive Grenades V2
Reply With Quote #55

Ah found. I bet you're testing under linux, isn't it?
Try this one (I've removed the debug text), v2.1.1. This should work now.

@Author; grenade is derived from CBaseMonster so linux offset is +5 not +4.
Attached Files
File Type: sma Get Plugin or Get Source (super_destructive_grenades_v21.sma - 832 views - 6.5 KB)
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Last edited by Arkshine; 05-14-2014 at 12:17.
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MALON
Member
Join Date: Jan 2008
Old 05-14-2014 , 12:31   Re: Super Destructive Grenades V2
Reply With Quote #56

Quote:
Originally Posted by Arkshine View Post
Ah found. I bet you're testing under linux, isn't it?
Try this one (I've removed the debug text), v2.1.1. This should work now.

@Author; grenade is derived from CBaseMonster so linux offset is +5 not +4.
Hey! It worked now!

The funny thing is that my very first post was me asking "So this plugin doesn't work with linux?" and then in my third post, it was explicitly stated that I was running linux >_> <_<

Thank you though, everything is successful!
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Old 10-05-2018, 02:35
veliflst
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Old 10-13-2018, 07:37
veliflst
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Krtola
Veteran Member
Join Date: Oct 2013
Location: Serbia
Old 10-30-2018 , 09:17   Re: Super Destructive Grenades V2
Reply With Quote #57

Any idea why I get this error?
PHP Code:
L 10/30/2018 14:20:17Start of error session.
L 10/30/2018 14:20:17Info (map "fy_snow") (file "addons/amxmodx/logs/error_20181030.log")
L 10/30/2018 14:20:17: [ORPHEU] Function "CGrenade::Detonate3" not found
L 10
/30/2018 14:20:17: [AMXXDisplaying debug trace (plugin "super_destructive_grenades_v21.amxx")
L 10/30/2018 14:20:17: [AMXXRun time error 10native error (native "OrpheuGetFunction")
L 10/30/2018 14:20:17: [AMXX]    [0super_destructive_grenades_v21.sma::plugin_init (line 88
Note that I did this
PHP Code:
Extract CGrenade folder into cstrike/addons/amxmodx/configs/orpheu/functions
Edit- my bad... problem was in that I wryte plugin name in plugins.ini

Last edited by Krtola; 10-30-2018 at 11:23.
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darkboss
Member
Join Date: Mar 2020
Location: Street (Homeless)
Old 11-07-2020 , 17:25   Re: Super Destructive Grenades V2
Reply With Quote #58

doesn't work
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Bahadir1905
Junior Member
Join Date: Jun 2021
Old 06-02-2021 , 10:30   Re: Super Destructive Grenades V2
Reply With Quote #59

The plugin DOESN'T WORK in Jun 2021! Amxmodx 1.8.2 and plugin seems running. Debug option also makes nothing.

EDIT: I tested 2.0.1 version and it is working! The latest one is not working. Interesting...

Last edited by Bahadir1905; 06-02-2021 at 10:50.
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WaLkMaN
Senior Member
Join Date: Oct 2010
Location: Varna, Bulgaria
Old 03-03-2023 , 09:28   Re: HE Explosions Destroy Breakables
Reply With Quote #60

Quote:
Originally Posted by Arkshine View Post
To detect HE grenade explosion, there are not much ways :

Using Orpheu :

- Hooking CGrenade:etonate3() or CGrenade::Explode3() : The most efficient/reliable method.

Without Orpheu :

- Checking exploding time with pev_dmgtime by hooking "grenade" think. Method is acceptable, though forward will be called until the grenade dies, not cool.
- Using grenade_throw forward, setting a set_task or next think of a dummy entity, to (pev_dmgtime - gametime) seconds. Not a good way, because we don't know if the grenade has really exploded.
- Hooking TE_EXPLOSION (There is 2 messages) with register_event (SVC_TEMPENTITY). "1=3" "6=25" "7=30" "8=0". Not a good way since you need the grenade entity index and it could be thrown for another purpose.
- Using grenade_throw forward, hooking FM_EmitSound, checking "weapons/debris1.wav" + "weapons/debris2.wav" + "weapons/debris3.wav" + checking the grenade is well a grenade and unregistering FM_EmitSound. Not bad.

Of course, I would use Orpheu.
Without Orpheu, between, dmgtime and emitsound, I guess the latter would fairly good.
Using ReAPI:

- Hooking CGrenade::Explode3() via RG_CGrenade_ExplodeHeGrenade

Here is a version with this ReAPI hook:
Attached Files
File Type: sma Get Plugin or Get Source (super_destructive_grenades_v21_reapi.sma - 70 views - 6.3 KB)
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