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[ANY] Bullet Penetration Filter (1.3)


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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 11-24-2012 , 17:47   Re: [ANY] Bullet Penetration Filter (1.2)
Reply With Quote #11

I think massive trace-ray can be an expensive operation (as SMAC uses this for his wallhack-prevent add-on; and I've seen somewhere that this particular SMAC module could slow down your server).

Have you tried putting manually friendly-fire on, and nullifying damage and slow from a bullet (I might be wrong, but in CS:S, if you null damage return Plugin_Handled;, then there is no slow) on allies ?

Also, rather than making 2 plugins, you could have a ConVar where the user can pick its method (just an idea)
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Last edited by RedSword; 11-24-2012 at 17:55.
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Sheepdude
SourceMod Donor
Join Date: Aug 2012
Location: Chicago
Old 11-25-2012 , 05:58   Re: [ANY] Bullet Penetration Filter (1.2)
Reply With Quote #12

How can I force friendly-fire on? That would indeed solve some issues, although still not the shotguns. Although... that could cause some compatibility issues with other plugins.

Anyway it seems to be working fine as-is, even if the tracerays are resource-intensive. I wish I knew exactly how expensive, but it's unnoticeable in my 128-tick gungame server, and I'm using a metric crap-ton of plugins.

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Last edited by Sheepdude; 11-25-2012 at 06:02.
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Sheepdude
SourceMod Donor
Join Date: Aug 2012
Location: Chicago
Old 11-27-2012 , 06:21   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #13

New Version
  • Version 1.3 (27 November 2012)
    -Bug fix: Plugin now blocks damage correctly in the case where a bullet penetrates a non-player entity and continues to penetrate through one or more players.
    -Non-player entity penetration and player penetration are now tracked independently.
    -Added convar sm_penetration_geometry to determine bullet penetration through non-player entities.
    -Changed name of player filter convar to sm_penetration_players for consistency.
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thenumb3rguy
Senior Member
Join Date: Oct 2012
Location: Hong Kong
Old 11-28-2012 , 09:03   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #14

Im afraid that its a bit expensive...
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Sheepdude
SourceMod Donor
Join Date: Aug 2012
Location: Chicago
Old 11-28-2012 , 10:42   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #15

You don't have to install it =)
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thenumb3rguy
Senior Member
Join Date: Oct 2012
Location: Hong Kong
Old 11-28-2012 , 20:13   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #16

I like the whole idea, idk my server can handle this, people are having ping issues when everyone is shooting (server full) 32 slots. Gonna use this for my jailbreak server to prevent players using other players as human shield and CT killed the wrong person and start complaining.
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Azet
Member
Join Date: Oct 2013
Old 11-22-2013 , 06:37   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #17

When I set up sm_penetration_geometry 0 nothing happens and bullets go through walls as before. Is it still working? I'm running this under CSGO.
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Mirandor
Senior Member
Join Date: Jun 2006
Location: Ile de France
Old 04-30-2014 , 07:00   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #18

Very usefull!

But please make bullets parsing through grates when using sm_penetration_geometry 0
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Prof. Orribilus
Member
Join Date: Jun 2013
Location: Italy
Old 08-20-2015 , 18:08   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #19

Hello.

When sm_penetration_geometry is 0, bullets don't pass any wall?
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7kt.swe
Member
Join Date: Mar 2015
Location: Sweden
Old 05-09-2016 , 15:59   Re: [ANY] Bullet Penetration Filter (1.3)
Reply With Quote #20

Yeah, that is correct..
sm_penetration_geometry 0 - no penetration
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