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[L4D2] Incapped Crawling with Animation (2.9) [11-Dec-2022]


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Silvers
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Old 11-23-2019 , 22:55   Re: [L4D2] Incapped Crawling with Animation (2.0) [24-Nov-2019]
Reply With Quote #201

Quote:
Originally Posted by Shadowysn View Post
Do you think you can replace prop_dynamic with commentary_dummy?
Done.


This verion brings a major change... Coach crawling animation! Because of this and code changes I present version 2.0:

Quote:
2.0 (24-Nov-2019)
- Coach crawling animation now added! Thanks to "Lux" for the bone merge idea.
- Crazy faces are now removed. Thanks to "Shadowysn" for the new method.
- Optimizations and fixes. Stopped using events to track incapacitated information.
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Lux
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Old 11-23-2019 , 23:20   Re: [L4D2] Incapped Crawling with Animation (2.0) [24-Nov-2019]
Reply With Quote #202

I liked the crazy face can you add option back for them? thanks for hard work!
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Silvers
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Old 11-24-2019 , 00:23   Re: [L4D2] Incapped Crawling with Animation (2.1) [24-Nov-2019]
Reply With Quote #203

Quote:
2.1 (24-Nov-2019)
Changes requested and suggested by "Lux":
- Added cvar "l4d2_crawling_crazy" option for the crazy face.
- Now only applies damage once per second when players spam W.
- Potential fix for client prediction issues when crawling is blocked by spit etc.
Quote:
2.2 (24-Nov-2019)
- Fixed not resetting damage hurt time from version 2.1 changes.
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Last edited by Silvers; 11-24-2019 at 00:45.
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Jerry_21
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Old 11-24-2019 , 12:30   Re: [L4D2] Incapped Crawling with Animation (2.2) [24-Nov-2019]
Reply With Quote #204

error.
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Silvers
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Old 11-24-2019 , 21:48   Re: [L4D2] Incapped Crawling with Animation (2.2) [24-Nov-2019]
Reply With Quote #205

Quote:
Originally Posted by Jerry_21 View Post
error.
Thanks, fixed.
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Shadowysn
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Old 11-24-2019 , 23:20   Re: [L4D2] Incapped Crawling with Animation (2.0) [24-Nov-2019]
Reply With Quote #206

Quote:
Originally Posted by Silvers View Post
Done.


This verion brings a major change... Coach crawling animation! Because of this and code changes I present version 2.0:
It's crazy how long this plugin went without a (toggleable) fix of the crazy-face bug...

Thank god for my past self using the hammer editor, I don't think I would've learned about commentary_dummy or many things otherwise.
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Lux
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Old 12-09-2019 , 21:07   Re: [L4D2] Incapped Crawling with Animation (2.3) [25-Nov-2019]
Reply With Quote #207

While considering changing the entity from "prop_dynamic_ornament" to "commentary_dummy"(As Shadowysn suggested) for LMC which includes the gesture animation layering, this will break anyplugins that use the Inputs for the "prop_dynamic_ornament" like below

PHP Code:
    //LMC
    
if( bLMC_Available )
    {
        
int iEntity;
        
iEntity LMC_GetClientOverlayModel(client);
        if(
iEntity MaxClients && IsValidEntity(iEntity))
        {
            
SetEntityRenderMode(clientRENDER_NONE);
            
SetEntityRenderMode(clone, RENDER_NONE);
            
SetVariantString("!activator");
            
AcceptEntityInput(iEntity"Detach");

            
SetVariantString("!activator");
            
AcceptEntityInput(iEntity"SetAttached", clone);
        }
        else
        {
            
// Make Survivor Invisible
            
SetEntityRenderMode(clientRENDER_NONE);
        }
    }
    else
    {
        
// Make Survivor Invisible
        
SetEntityRenderMode(clientRENDER_NONE);
    }
    
//LMC 
This will all need to change, as the InputDetach and SetAttached, SetAttached uses this function "CBaseEntity::FollowEntity() & COrnamentProp::DetachFromOwner()".
Those inputs are not available on "commentary_dummy".

One thing to note those inputs change the effect flags so "prop_dynamic_ornament" will be still be able to be changed with m_fEffects for attaching.

still unsure.


EDIT: here are to recreated stocks for those entity inputs, to use with "commentary_dummy" entity
https://github.com/LuxLuma/Luxs-Mode....inc#L264-L298
PHP Code:
//https://github.com/alliedmodders/hl2sdk/blob/0ef5d3d482157bc0bb3aafd37c08961373f87bfd/public/const.h#L281-L298
// entity effects
enum
{
    
EF_BONEMERGE            0x001,    // Performs bone merge on client side
    
EF_BRIGHTLIGHT             0x002,    // DLIGHT centered at entity origin
    
EF_DIMLIGHT             0x004,    // player flashlight
    
EF_NOINTERP                0x008,    // don't interpolate the next frame
    
EF_NOSHADOW                0x010,    // Don't cast no shadow
    
EF_NODRAW                0x020,    // don't draw entity
    
EF_NORECEIVESHADOW        0x040,    // Don't receive no shadow
    
EF_BONEMERGE_FASTCULL    0x080,    // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its
                                        // parent and uses the parent's bbox + the max extents of the aiment.
                                        // Otherwise, it sets up the parent's bones every frame to figure out where to place
                                        // the aiment, which is inefficient because it'll setup the parent's bones even if
                                        // the parent is not in the PVS.
    
EF_ITEM_BLINK            0x100,    // blink an item so that the user notices it.
    
EF_PARENT_ANIMATES        0x200,    // always assume that the parent entity is animating
    
EF_MAX_BITS 10
};

/*
*    Recreated "SetAttached" entity input from "prop_dynamic_ornament"
*/
stock void SetAttached(int iEntToAttachint iEntToAttachTo)
{
    
SetVariantString("!activator");
    
AcceptEntityInput(iEntToAttach"SetParent"iEntToAttachTo);
    
    
SetEntityMoveType(iEntToAttachMOVETYPE_NONE);
    
    
SetEntProp(iEntToAttachProp_Send"m_fEffects"EF_BONEMERGE|EF_BONEMERGE_FASTCULL|EF_PARENT_ANIMATES);
    
    
//thanks smlib for flag understanding
    
int iFlags GetEntProp(iEntToAttachProp_Data"m_usSolidFlags"2);
    
iFlags iFlags |= 0x0004;
    
SetEntProp(iEntToAttachProp_Data"m_usSolidFlags"iFlags2);
    
    
TeleportEntity(iEntToAttachview_as<float>({0.00.00.0}), view_as<float>({0.00.00.0}), NULL_VECTOR);
}

/*
*    Recreated "Detach" entity input from "prop_dynamic_ornament"
*    I have not included the EF_NODRAW effect flag, unlike the input
*/
stock void Detach(int iEntity)
{
    
AcceptEntityInput(iEntity"ClearParent");
    
    
//thanks smlib for flag understanding
    
int iFlags GetEntProp(iEntityProp_Data"m_usSolidFlags"2);
    
iFlags iFlags |= 0x0004;
    
SetEntProp(iEntityProp_Data"m_usSolidFlags"iFlags2);
    
    
SetEntityMoveType(iEntityMOVETYPE_NONE);

here is an example of converted to function in LMCCore version 3.1.0+
PHP Code:
    //LMC
    
int iEntity;
    if( 
bLMC_Available )
    {
        
iEntity LMC_GetClientOverlayModel(client);
        if(
iEntity MaxClients && IsValidEntity(iEntity))
        {
            
SetEntityRenderMode(clone, RENDER_NONE);
            
SetAttached(iEntity, clone);
        }
    }
    
//LMC 
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Last edited by Lux; 12-14-2021 at 11:18.
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Silvers
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Old 12-18-2019 , 21:11   Re: [L4D2] Incapped Crawling with Animation (2.3) [25-Nov-2019]
Reply With Quote #208

Quote:
Originally Posted by Lux View Post
-
Thanks, added.

Quote:
2.4 (19-Dec-2019)
- Update by "Lux": Compatibility with the latest LMC version and Coach anim.
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spike1234
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Join Date: Jun 2019
Location: Japan
Old 01-02-2020 , 16:16   Re: [L4D2] Incapped Crawling with Animation (2.4) [19-Dec-2019]
Reply With Quote #209

I'm enjoying with your plugins.
Thank you for nice things!

Here is Japanese translation.
Attached Files
File Type: zip translations.zip (621 Bytes, 91 views)
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My first language is not English.
So I would be grateful if you correct my sentences if I wrote something wrong.
I'm not active recently, sorry.
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Shadowysn
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Old 01-19-2020 , 04:18   Re: [L4D2] Incapped Crawling with Animation (2.4) [19-Dec-2019]
Reply With Quote #210

Can you add ConVars to:
- disable the crawling clones.
- make use of SDKHook_SetTransmit to prevent the clone of a character from showing up in first person.
when you find time to do so?
PHP Code:
l4d2_crawling_clones "0"
l4d2_crawling_coach "1" // Enable/Disable coach anim. You could also make it so that Coach can still do the crawling animation whilst everyone else just slides along if l4d2_crawling_clones is 0.
l4d2_crawling_fptransmit "0" // 1 to transmit the clients clone to themselves, 0 to not transmit. 
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ragdoll spam, that is all

Steam profile, where I game, obviously.
Youtube channel, where I do Stick Death Maze animations and some other stuff.
no plugin requests, sorry


My Plugins:
-search list-
Modified Plugins:
1 | 2 | 3 | 4

Last edited by Shadowysn; 01-19-2020 at 04:31.
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