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[L4D & L4D2] Regenerative Healing (1.13) [05-Mar-2024]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-01-2021 , 15:42   Re: [L4D & L4D2] Regenerative Healing (1.0) [01-Sep-2021]
Reply With Quote #21

Quote:
Originally Posted by bald14 View Post
Maybe not this . I mean can you make an item that restores HP and restores HP at the same time?
I want the pill that can restore 5hp and 45thp in my host.
Hope you can help
No this is making the plugin too complex. I won't be adding more features.
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bald14
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Old 09-01-2021 , 15:55   Re: [L4D & L4D2] Regenerative Healing (1.0) [01-Sep-2021]
Reply With Quote #22

Quote:
Originally Posted by Silvers View Post
No this is making the plugin too complex. I won't be adding more features.
OK . Thank for your support
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weakestL4D2enjoyer
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Join Date: May 2022
Old 05-28-2022 , 10:25   Re: [L4D & L4D2] Regenerative Healing (1.0) [01-Sep-2021]
Reply With Quote #23

Quote:
Originally Posted by Silvers View Post
No this is making the plugin too complex. I won't be adding more features.
Could you make the defibrillator works too? Anyway, this plugin is really nice, thank you.
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Silvers
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Join Date: Aug 2010
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Old 05-28-2022 , 10:53   Re: [L4D & L4D2] Regenerative Healing (1.0) [01-Sep-2021]
Reply With Quote #24

Quote:
Originally Posted by weakestL4D2enjoyer View Post
Could you make the defibrillator works too? Anyway, this plugin is really nice, thank you.
When holding the item? Again, more complexity and doesn't make sense, so no.
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weakestL4D2enjoyer
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Join Date: May 2022
Old 05-28-2022 , 22:14   Re: [L4D & L4D2] Regenerative Healing (1.0) [01-Sep-2021]
Reply With Quote #25

Quote:
Originally Posted by Silvers View Post
When holding the item? Again, more complexity and doesn't make sense, so no.
What I meant is to add the complete same effect as the first-aid, that we can set a value, and a dead player's health after defibrillate will slowly regenerate to that point. I don't know much about scripting, I am sorry if I said something silly.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 05-29-2022 , 09:28   Re: [L4D & L4D2] Regenerative Healing (1.11) [29-May-2022]
Reply With Quote #26

Ahh yes that makes sense haha, done!

Code:
1.11 (29-May-2022)
    - Added cvars "l4d_healing_health_defib" and "l4d_healing_regen_defib" to give regenerative healing after being defibrillated.
    - Changed cvar "l4d_healing_type" to accept the type of "8" to enable defibrillators healing on revive.
    - Requested by "weakestL4D2enjoyer".
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Silvers
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Old 02-19-2023 , 02:51   Re: [L4D & L4D2] Regenerative Healing (1.12) [19-Feb-2023]
Reply With Quote #27

Code:
1.12 (19-Feb-2023)
    - Fixed healing not continuing when a bot or player takeover each other. Thanks to "Iciaria" for reporting.
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SpannerV2
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Join Date: Jun 2019
Old 07-14-2023 , 15:15   Re: [L4D & L4D2] Regenerative Healing (1.12) [19-Feb-2023]
Reply With Quote #28

Could i use this plugin to regen health overtime not using items. I'm attempting to setup survivor health to regen to 39 automatically. is that what "l4d_healing_regenerate" is and combine "l4d_healing_max" to not exceed 39 health?
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bullet28
Member
Join Date: Apr 2012
Old 02-26-2024 , 22:56   Re: [L4D & L4D2] Regenerative Healing (1.12) [19-Feb-2023]
Reply With Quote #29

OnMapEnd -> ResetPacks -> KillTimer throws an 'Invalid timer handle' error if a player uses a healing item after the 'round_end' event. Problem code part is
Code:
line 714: if( g_bActive == false ) return Plugin_Stop;
You should erase the index from g_alDataPacks\g_alTimerHands here before canceling the timer. However, if your intention is not to allow healing after the 'round_end' event, it would be logical to add a 'g_bActive' check to the beginning of SetupHealTimer() and remove it from the TimerRegenTemp(). This is because you are killing all the timers anyway when the 'g_bActive' sets to false.

Last edited by bullet28; 02-26-2024 at 23:06.
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