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[L4D2] Damage Mod (SDKHooks Ed.)


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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 01-14-2011 , 12:27   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #51

1.0.3 - Updated in anticipation of upcoming SDK Hooks Update rendering it functional again


psychonic went and reversed OnTakeDamage himself. Using his nonpublic SDKHooks build i made sure it works now and found some issues concerning the plugin and the update, now all fixed. Once he posts the new SDKHooks you'll all be able to use this.
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AtomicStryker
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Old 01-15-2011 , 13:31   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #52

New SDKHooks is public, get it from its thread.
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GanjaStar
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Join Date: Jun 2009
Old 01-15-2011 , 17:01   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #53

can we get a short explanation why this is better then your non sdkhook version of the damage mod? i've been using the other oen for a while, so just wondering, if i only use it to buff CSS weapons, is there any benefit to switching over to this one?
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AtomicStryker
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Old 01-16-2011 , 13:59   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #54

The other uses a hacky workaround to apply damage which may or may not be accurate at all.

This one is precise and allows for reducing damage aswell. It also supports more damage sources, like you could nerf molotovs with it.
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adrianman
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Join Date: Sep 2010
Old 01-18-2011 , 15:47   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #55

i assume nobody tested this plugin because it's full of errors,as expected
Code:
L 01/18/2011 - 22:46:52: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 01/18/2011 - 22:46:52: [SM] Displaying call stack trace for plugin "l4d2_damage_sdkhooks.smx":
L 01/18/2011 - 22:46:52: [SM]   [0]  Line 211, E:\Games\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\l4d2_damage_sdkhooks.sp::OnTakeDamage()
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AtomicStryker
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Old 01-18-2011 , 16:09   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #56

Yes i did test it but ever since Valve disabled plugins on local hosters it hasn't really occured to me someone might invalidate his online mode capability just to test plugins.

I fixed that, now.
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adrianman
Senior Member
Join Date: Sep 2010
Old 01-18-2011 , 17:08   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #57

that was fast,however it seems sometimes when incapped you don't take any damage,you only take damage from infected hitting you,i unloaded this and bingo...3 damage/second straight away while incapped,like normal
i'm beginning to think,maybe this ontakedamage is still experimental?

Last edited by adrianman; 01-18-2011 at 17:14.
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adrianman
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Join Date: Sep 2010
Old 01-18-2011 , 17:18   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #58

here are the other errors,with debug and debug_log set to 1
Code:
L 01/19/2011 - 00:15:47: [SM] Native "VFormat" reported: String formatted incorrectly - parameter 6 (total 5)
L 01/19/2011 - 00:15:47: [SM] Displaying call stack trace for plugin "l4d2_damage_sdkhooks.smx":
L 01/19/2011 - 00:15:47: [SM]   [0]  Line 318, E:\Games\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\l4d2_damage_sdkhooks.sp::DebugPrintToAll()
L 01/19/2011 - 00:15:47: [SM]   [1]  Line 251, E:\Games\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\l4d2_damage_sdkhooks.sp::OnTakeDamage()
L 01/19/2011 - 00:15:48: [SM] Plugin encountered error 4: Invalid parameter or parameter type
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 01-19-2011 , 07:33   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #59

You mean the bleed out effect? As far as this plugin is concerned, it does not contain a "return Plugin_Handled" or "return Plugin_Stop", which would be needed to stop damage from happening.

However if OnTakeDamage errors out with what you posted, it stops, and thus all damage inside it.


So when i fixed this error (done), it should work, i even went and tested it right now.


Ive also disabled the debug printing by default ... its not exactly ergonomic to spam chat ^^
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Recon-1
Senior Member
Join Date: Sep 2009
Old 01-19-2011 , 09:21   Re: [L4D2] Damage Mod (SDKHooks Ed.)
Reply With Quote #60

Hey Stryker, quick question. In the Cfg. can any weapon go beyond "2.0" damage setting ? As in if I set my Mp5 to "4.0" it will do 4 times the amount of damage ? Cause I've tested out a few weapons like the AWP with "24.0" and I still can't drop a charger with one shot (Charger Health 600, AWP's config would be accurately 2640 damage per shot.)

Also is it possible to apply this to upgradepack_Explosive & upgradepack_incendiary ?

Last edited by Recon-1; 01-19-2011 at 11:55.
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