Raised This Month: $12 Target: $400
 3% 

Super Destructive Grenades V2


Post New Thread Reply   
 
Thread Tools Display Modes
hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 08-05-2011 , 04:27   Re: HE Explosions Destroy Breakables
Reply With Quote #11

Thanks for your posts

@ Arkshine I hooked the grenade explosion with FM_EmitSound, but there's a bit of an issue with it. I ran a few tests and found that when nade_break_always is set to 0, the first explosion will not inflict any damage to the entity, but the next time I throw a grenade near it, it will. However when nade_break_always is set to 1, it breaks every time.
Could this be an issue with me not unregistering FM_EmitSound? I'm not exactly sure how that works. Also I'm not a very big Orpheu user so that's sort of beyond me but I'll give it a try.

@ Hunter-Digital I tried it in de_prodigy aswell and I had no problems. Are you talking about the glass at CT Spawn? Try setting nade_break_always to 1 and nade the same glass and all the support beneath the glass explodes aswell haha. ;)
But if the glass made the break sound and didn't break than the glass has more HP than the damage inflicted.
__________________
Quote:
vBulletin Tip #42: Not much would be accomplished by merging this item with itself.
hornet is offline
Apollyon
SourceMod Donor
Join Date: Dec 2007
Location: California
Old 08-15-2011 , 07:38   Re: HE Explosions Destroy Breakables
Reply With Quote #12

When an enemy is killed with the explosion of the HE/breakable you don't get frags for the kills. Can this be added?
__________________
Apollyon is offline
Erdener
Senior Member
Join Date: Apr 2010
Location: Turkey
Old 08-15-2011 , 07:58   Re: HE Explosions Destroy Breakables
Reply With Quote #13

Yeahh that's
__________________
Erdener is offline
Hunter-Digital
Veteran Member
Join Date: Aug 2006
Location: In the Game [ro]
Old 08-19-2011 , 07:42   Re: HE Explosions Destroy Breakables
Reply With Quote #14

Quote:
Originally Posted by hornet View Post
@ Hunter-Digital I tried it in de_prodigy aswell and I had no problems. Are you talking about the glass at CT Spawn? Try setting nade_break_always to 1 and nade the same glass and all the support beneath the glass explodes aswell haha. ;)
But if the glass made the break sound and didn't break than the glass has more HP than the damage inflicted.
I was talking about default HE behaviour, not with your plugin.
__________________
Hunter-Digital is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 10-03-2011 , 14:15   Re: HE Explosions Destroy Breakables
Reply With Quote #15

To be approved :
  • When you use offsets, more readable to enforce the related names. Something like this. Of course use what you need and with your style.
  • Fix your indentation. Be consistent. (2 first return and the always check)

Optional changes but strongly recommended :
  • You should deal with the situation where the plugin is paused/unpaused.
  • Using charsmax( ents ) instead of 32. Less hardcoding, more easy to maintain.

Unapproved for now.
__________________
Arkshine is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 04-30-2012 , 05:39   Re: HE Explosions Destroy Breakables
Reply With Quote #16

Quote:
Originally Posted by Arkshine View Post
To detect HE grenade explosion, there are not much ways :

Using Orpheu :

- Hooking CGrenade:etonate3() or CGrenade::Explode3() : The most efficient/reliable method.

Without Orpheu :

- Checking exploding time with pev_dmgtime by hooking "grenade" think. Method is acceptable, though forward will be called until the grenade dies, not cool.
- Using grenade_throw forward, setting a set_task or next think of a dummy entity, to (pev_dmgtime - gametime) seconds. Not a good way, because we don't know if the grenade has really exploded.
- Hooking TE_EXPLOSION (There is 2 messages) with register_event (SVC_TEMPENTITY). "1=3" "6=25" "7=30" "8=0". Not a good way since you need the grenade entity index and it could be thrown for another purpose.
- Using grenade_throw forward, hooking FM_EmitSound, checking "weapons/debris1.wav" + "weapons/debris2.wav" + "weapons/debris3.wav" + checking the grenade is well a grenade and unregistering FM_EmitSound. Not bad.

Of course, I would use Orpheu.
Without Orpheu, between, dmgtime and emitsound, I guess the latter would fairly good.
Sorry revived, Arkshine can you please make an example plugin usage of this? If can i want something like this:
PHP Code:
public EventGrenadeExplode(identwid//id - index of thrower | ent - index of grenade entity | wid - CSW_ type
{
    switch(
wid)
    {
        case 
CSW_HEGRENADEHeGrenadeExplode(ent);
        case 
CSW_FLASHBANGFlashBangExplode(ent);
        case 
CSW_SMOKEGRENADESmokeGrenadeExplode(ent);
    }

__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019

Last edited by yokomo; 04-30-2012 at 05:40.
yokomo is offline
Old 05-02-2012, 17:48
simple_user
This message has been deleted by simple_user.
hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 05-09-2012 , 09:54   Re: HE Explosions Destroy Breakables
Reply With Quote #17

UPDATE

I've decided to fix up this plugin in order to hopefully get it approved
It now uses Orpheu Module for maximum efficiency and I've made a few general edits and fixes.


Quote:
Originally Posted by Arkshine View Post
To be approved :
  • When you use offsets, more readable to enforce the related names. Something like this. Of course use what you need and with your style.
  • Fix your indentation. Be consistent. (2 first return and the always check)

Optional changes but strongly recommended :
  • You should deal with the situation where the plugin is paused/unpaused.
  • Using charsmax( ents ) instead of 32. Less hardcoding, more easy to maintain.

Unapproved for now.
After seeing Yokomo's post here I just remembered this plugin and now I have the ability to fulfil your requirements and recommendations apart from the plugin being paused ... I don't really understand what you mean.
Is it possible that you could please re-evaluate this plugin for me?


@yokomo the functionality for that is now in my plugin.


If anyone would like a version of this plugin that does not require Orpheu Module let me know but note it will be less efficient.
__________________
Quote:
vBulletin Tip #42: Not much would be accomplished by merging this item with itself.

Last edited by hornet; 05-09-2012 at 09:56.
hornet is offline
yokomo
Surprise Ascot!
Join Date: May 2010
Location: Malaysia
Old 05-09-2012 , 10:46   Re: HE Explosions Destroy Breakables
Reply With Quote #18

Quote:
Originally Posted by hornet View Post
UPDATE

I've decided to fix up this plugin in order to hopefully get it approved
It now uses Orpheu Module for maximum efficiency and I've made a few general edits and fixes.




After seeing Yokomo's post here I just remembered this plugin and now I have the ability to fulfil your requirements and recommendations apart from the plugin being paused ... I don't really understand what you mean.
Is it possible that you could please re-evaluate this plugin for me?


@yokomo the functionality for that is now in my plugin.


If anyone would like a version of this plugin that does not require Orpheu Module let me know but note it will be less efficient.
Nice, tested and work fine at this time, no error yet. Haha this is awesome "nade_break_always 2"
__________________
Team-MMG CS1.6 Servers:
✅ MultiMod -- 103.179.44.152:27016
✅ Zombie Plague -- 103.179.44.152:27015
✅ Zombie Escape -- 103.179.44.152:27017
✅ Klassik Kombat -- 103.179.44.152:27018
✅ Boss-Battle -- 103.179.44.152:27019
yokomo is offline
hornet
AMX Mod X Plugin Approver
Join Date: Mar 2010
Location: Australia
Old 05-09-2012 , 10:50   Re: HE Explosions Destroy Breakables
Reply With Quote #19

Quote:
Originally Posted by yokomo View Post
Nice, tested and work fine at this time, no error yet. Haha this is awesome "nade_break_always 2"
Yeah whoops I forgot to update that CVar name ... it's nade_break_type now ;)
But yeah when I was trying to find the signatures I think I saw your name pop up a bit so hopefully this helps.
__________________
Quote:
vBulletin Tip #42: Not much would be accomplished by merging this item with itself.
hornet is offline
Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 05-09-2012 , 10:58   Re: HE Explosions Destroy Breakables
Reply With Quote #20

Moved "Plugins in Review" section. Will be reviewed later.
__________________
Arkshine is offline
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:29.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode