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[TF2] SMASH BROS (version 05.01.2016.stable.2)


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El Diablo War3Evo
Veteran Member
Join Date: Jun 2013
Old 04-10-2016 , 12:36   Re: [TF2] SMASH BROS (version 1.3.build.17 - 9 APR 2016)
Reply With Quote #31

Since there are a few people whom can also help with this, and do not have access to donor page for AlliedModders, I'll post this question here too.


Anyone know how to trigger kill feed / kill icons without killing someone?

Code I've tried, and spent the last week and a half trying to find anything that would work.. some how I can't seem to touch this.

Code:
stock bool SB_FakeKillFeed(int victim, int attacker, int assister=0, int inflictor_entindex=0, bool headshot=false)
{
    //environmental_death player_death
    Handle fakeEvent = CreateEvent("player_death", true);
    if (fakeEvent != null) // event succeed!
    {
        //char sWeapon[32];
        if(attacker > 32 || attacker <=0) attacker = victim;

        PrintToChatAll("victim %d, attacker %d",victim,attacker);

        //GetClientWeapon(attacker, STRING(sWeapon));

/*        This code is for reference only and do not use here

        This code is for capture in player_death capturing events:

        We should not trigger event_player_death related things if it  was an event fired by sourcemod or if it is a deadringer (fake) death.
        stock bool:IsValidEventDeath(Handle:hEvent)
        {
            return !( (GetEventBool(hEvent, "sourcemod") ||  (GetEventInt(hEvent, "death_flags") & TF_DEATHFLAG_DEADRINGER)) );
        }
*/
        SetEventBool(fakeEvent, "sourcemod", true);                            //claims sourcemod based event

        SetEventInt(fakeEvent, "userid", GetClientUserId(victim));                                 //user ID who died
        PrintToChatAll("userid %d",GetClientUserId(victim));

        SetEventInt(fakeEvent, "victim_entindex", victim);
        PrintToChatAll("victim_entindex %d",victim);


        SetEventInt(fakeEvent, "assister", -1);
        SetEventInt(fakeEvent, "kill_streak_total", 1);
        SetEventInt(fakeEvent, "kill_streak_wep", 1);
        SetEventInt(fakeEvent, "attacker", GetClientUserId(attacker));                             //user ID who killed
        SetEventInt(fakeEvent, "inflictor_entindex", attacker);         //ent index of inflictor (a sentry, for example)
        SetEventBool(fakeEvent, "silent_kill", true);

        /*
        if(assister)
        {
            SetEventInt(fakeEvent, "assister", GetClientUserId(assister));                             //user ID of assister
            PrintToChatAll("assister %d",GetClientUserId(assister));
        }
        else
        {
            SetEventInt(fakeEvent, "assister", -1);                             //user ID of assister
            PrintToChatAll("assister -1");
        }*/

        /*
        SetEventInt(fakeEvent, "attacker", GetClientUserId(attacker));                             //user ID who killed
        PrintToChatAll("attacker %d",GetClientUserId(attacker));

        if(inflictor_entindex <= 0) inflictor_entindex = attacker;
        if(inflictor_entindex)
        {
            SetEventInt(fakeEvent, "inflictor_entindex",  inflictor_entindex);         //ent index of inflictor (a sentry, for  example)
            PrintToChatAll("inflictor_entindex %d",inflictor_entindex);
        }*/

        //SetEventInt(fakeEvent, "weapon_def_index", 13);

        //SetEventString(fakeEvent, "weapon", "world");
        //SetEventInt(fakeEvent, "customkill", TF_CUSTOM_SUICIDE );
        //SetEventString( fakeEvent, "weapon_logclassname", "world" );
        //SetEventInt(fakeEvent, "death_flags", TF_DEATHFLAG_KILLERDOMINATION );

        /*
        SetEventString(fakeEvent, "weapon", sWeapon);                                             //weapon name killer used
        PrintToChatAll("weapon %s",sWeapon);
        SetEventString(fakeEvent, "weapon_logclassname", sWeapon);                                  //weapon name that should be printed on the  log
        PrintToChatAll("weapon_logclassname %s",sWeapon);
        */

        //SetEventBool(fakeEvent, "headshot", headshot);
        //PrintToChatAll("headshot %s",headshot?"true":"false");
        //SetEventBool(fakeEvent, "silent_kill", false);
        //PrintToChatAll("heasilent_kill false");

        FireEvent(fakeEvent);
        return true;
    }
    PrintToChatAll("Event Failed");
    return false;
}
There are several things commented out, but I've been thru it.. and tried to uncomment / comment things out.. different ways, etc...


The steps that I do?

When a player takes damage, I prevent it from SDKhooks. Then I have a data timer that waits 1 second (i've tried 15 seconds) and then I trigger the above and it KILLS the player!

How can I trigger a kill icon without KILLING a player??


This help will be used to enhance my open source TF2 Smash Bros Plugin.

Whom ever finds and helps with code for this will get credit on the first page and inside the plugin!



I have a copy of what I'm running to test this...

http://107.161.29.8:8080/job/TF2-Sup...DEVELOP%29/25/

DONT USE THIS ON A PRODUCTION SERVER, IT HAS A TON OF DEBUG CODE IN IT THAT MAY SPAM CHAT!
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Last edited by El Diablo War3Evo; 04-10-2016 at 12:41.
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El Diablo War3Evo
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Join Date: Jun 2013
Old 04-10-2016 , 22:03   Re: [TF2] SMASH BROS (version 1.3.build.17 - 9 APR 2016)
Reply With Quote #32

Several updates..

I feel if you run a production server, this Beta plugin should be pretty stable.

http://107.161.29.8:8080/job/TF2-Sup...DEVELOP%29/34/

This update includes:
* Kill feed notifications of players killed (thanks to ddhoward for the fix)
* Lives are now fixed
* Medics can now see the damage of whom they are healing
* Team Balancing issues fixed
* Ghostmode removed
* several bug fixes
* added a few a kill zone for a new map
* new sm_lives console command for admins with BAN privileges can now see how many lives everyone has!
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Last edited by El Diablo War3Evo; 04-10-2016 at 22:06.
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El Diablo War3Evo
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Join Date: Jun 2013
Old 04-13-2016 , 23:38   Re: [TF2] SMASH BROS (version 1.3.build.17 - 9 APR 2016)
Reply With Quote #33

Need testing for beta build #71

You can download from here:

http://107.161.29.8:8080/job/TF2-Sup...DEVELOP%29/71/

Highlights

* New !sbclass command, so players can choose their next class on spawn
* New Menu when player first joins, it tells them about the !sbclass command
* Lives randomness update and bug fixes for execution stop script errors
* Added red and blue team scores player's HUD and removed the chat spam (although you can re-enable chat spam using a variable)
* Announcer now counts down when time is running short


Please do check this version out, as I want to move it to stable before continuing this project.

Let me know if you have ANY issues, questions, comments (good or bad)!

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El Diablo War3Evo
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Old 04-16-2016 , 10:23   Re: [TF2] SMASH BROS (version 1.3.build.17 - 9 APR 2016)
Reply With Quote #34

Version 1.4.91.beta now supports God Tony's Updater plugin for which can be found here: https://forums.alliedmods.net/showthread.php?t=169095

http://107.161.29.8:8080/job/TF2-Sup...DEVELOP%29/91/

The updates are taken directly from the latest successful build from Jenkins.
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Last edited by El Diablo War3Evo; 04-16-2016 at 10:24.
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El Diablo War3Evo
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Join Date: Jun 2013
Old 04-16-2016 , 14:25   Re: [TF2] SMASH BROS (version 1.4.1.stable - 16 APR 2016)
Reply With Quote #35

Finally version 1.4.1.stable is now ready for download and usage.

It is highly recommended you download and install God Tony's TF2 Updater plugin: https://forums.alliedmods.net/showthread.php?t=169095
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XaxaXoxo
Senior Member
Join Date: Feb 2011
Old 04-16-2016 , 19:12   Re: [TF2] SMASH BROS (version 1.4.1.stable - 16 APR 2016)
Reply With Quote #36

Hi
1.
Quote:
L 04/17/2016 - 02:02:08: Update available for "Smash Bros Core Engine" (sb_engin
e_core.smx). Current: 1.4.1.stable - Latest: 1.4.91.beta
L 04/17/2016 - 02:02:08: [0] https://forums.alliedmods.net/showthread.php?t=2
64551
stable || beta was last release?

2. Can you add a translation file?

3. In the latest release, a lot of debugging information, can you remove it?


Great release, thanks!
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El Diablo War3Evo
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Join Date: Jun 2013
Old 04-16-2016 , 20:24   Re: [TF2] SMASH BROS (version 1.4.1.stable - 16 APR 2016)
Reply With Quote #37

Quote:
Originally Posted by XaxaXoxo View Post
Hi
1.


stable || beta was last release?

2. Can you add a translation file?

3. In the latest release, a lot of debugging information, can you remove it?


Great release, thanks!
Nice catch.

I'll work on #1 ASAP, then #3, and then maybe #2. That is a maybe that you can't depend on.

I purposely ripped out translations out of War3Source code as it had cause so many headaches when trying to hunt down bugs and developing the code.
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Last edited by El Diablo War3Evo; 04-17-2016 at 08:01.
El Diablo War3Evo is offline
El Diablo War3Evo
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Join Date: Jun 2013
Old 04-16-2016 , 22:20   Re: [TF2] SMASH BROS (version 1.4.1.stable - 16 APR 2016)
Reply With Quote #38

Quote:
Originally Posted by XaxaXoxo View Post
Hi
1. stable || beta was last release?

2. Can you add a translation file?

3. In the latest release, a lot of debugging information, can you remove it?


Great release, thanks!
Okay, fixed #1 issue with version 1.4.14.stable
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El Diablo War3Evo
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Join Date: Jun 2013
Old 04-23-2016 , 07:22   Re: [TF2] SMASH BROS (version 04.23.16.stable.1)
Reply With Quote #39

major update. make sure you read and follow directions complete from the first page!
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El Diablo War3Evo
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Join Date: Jun 2013
Old 05-01-2016 , 18:53   Re: [TF2] SMASH BROS (version 05.01.2016.stable.2)
Reply With Quote #40

New major update.

05.01.2016.stable.2

MAKE SURE YOU REMOVE THE FOLLOWING FILES FROM YOUR PLUGINS FOLDER FROM PREVIOUS VERSIONS!


sb_addon_weapon_switcher.smx

tf2-weapon-restrictions.smx
sb_engine_calculations.smx
sb_engine_damagesystem.smx
sb_engine_display.smx

sb_engine_sound.smx
sb_engine_weapon_manager.smx


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