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[L4D2] Explosive Cars v1.0.4


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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 09-26-2021 , 23:24   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #221

Quote:
Originally Posted by bald14 View Post
Can you add the function to remove the explosion notification in hint chat?
Lazy, remove line 582
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bald14
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Join Date: Aug 2021
Old 09-27-2021 , 08:17   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #222

Quote:
Originally Posted by HarryPotter View Post
Lazy, remove line 582
Sorry bro . I just dont know to use it
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Beatles
Senior Member
Join Date: Feb 2014
Old 12-22-2021 , 10:57   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #223

Quote:
Originally Posted by HarryPotter View Post
Remake

v1.6
-Remake code
-Replace left4downtown with left4dhooks
-Remove car entity after it explodes
-Fixed damage dealt to car
-Safely create entity and safely remove entity
Is there a version for L4D1?
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HarryPotter
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Location: Taiwan, Asia
Old 02-24-2023 , 04:23   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #224

Quote:
Originally Posted by Beatles View Post
Is there a version for L4D1?
Done
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Last edited by HarryPotter; 02-24-2023 at 04:34.
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Mika Misori
Senior Member
Join Date: Sep 2022
Old 06-02-2023 , 14:58   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #225

Quote:
Originally Posted by HarryPotter View Post
I found a bug:
Containers with luggage (for example on Dead Air) work the same way as the cars. Also burn and explode if you shoot at them. Looks like under the hood in L4D2 these containers and cars = the same thing D;

Any chance this can be fixed please?
Attached Thumbnails
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Name:	Explosion cars bug.jpg
Views:	140
Size:	94.5 KB
ID:	200753  

Last edited by Mika Misori; 06-02-2023 at 14:59.
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kochiurun119
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Join Date: Sep 2014
Location: GB
Old 09-27-2023 , 21:23   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #226

Quote:
Originally Posted by Mika Misori View Post
I found a bug:
Containers with luggage (for example on Dead Air) work the same way as the cars. Also burn and explode if you shoot at them. Looks like under the hood in L4D2 these containers and cars = the same thing D;

Any chance this can be fixed please?
I use version of harry , no error look like you sm 1.1 and mm 1.1 new
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Fraggor
Junior Member
Join Date: Jun 2020
Old 10-30-2023 , 15:37   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #227

Quote:
Originally Posted by HarryPotter View Post
Remake v2.1 (2023/2/4)
...
Many thanks for the improvements, I love this plugin, it's a great way to create chaos.
Am wondering about a couple of things:
1. what is the reason for the time interval?
PHP Code:
g_GameExplodeTime GetEngineTime() + EXLOPDE_INTERVAL
2. is there a possible way to credit the kills to the client who destroyed the car?; I've attached the modified script with some of the things that I've tried so far.

After taking a look at other plugins's implementation of "point_hurt", here's my understanding of using it to assign an attacker and a victim
Spoiler

Feel free to correct me if am wrong.

3. shortly after the car explodes, if you stand on the recently exploded car you'll "bounce", what cause this phenomenon?
Attached Files
File Type: sp Get Plugin or Get Source (l4d_explosive_cars_test.sp - 28 views - 29.6 KB)

Last edited by Fraggor; 10-30-2023 at 15:43.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 10-31-2023 , 03:09   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #228

Quote:
Originally Posted by Fraggor View Post
Many thanks for the improvements, I love this plugin, it's a great way to create chaos.
Am wondering about a couple of things:
1. what is the reason for the time interval?
PHP Code:
g_GameExplodeTime GetEngineTime() + EXLOPDE_INTERVAL
If lots of cars explode at the same frame, game crash, for example: c5m3 cemetery

Quote:
2. is there a possible way to credit the kills to the client who destroyed the car?; I've attached the modified script with some of the things that I've tried so far.
Possible, but I am lazy.

Quote:
3. shortly after the car explodes, if you stand on the recently exploded car you'll "bounce", what cause this phenomenon?
Source engine problem, if you move prop_car by using TeleportEntity, when players stand on the car, they get "bounce". Try shorten timer
PHP Code:
CreateTimer(4.0timerNormalVelocityEntIndexToEntRef(car), TIMER_FLAG_NO_MAPCHANGE); 
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