Raised This Month: $51 Target: $400
 12% 

SendProxy Manager


Post New Thread Reply   
 
Thread Tools Display Modes
Afronanny
Veteran Member
Join Date: Aug 2009
Old 08-01-2012 , 20:23   Re: SendProxy Manager
Reply With Quote #81

Quote:
Originally Posted by tigerox View Post
This does not have any effect on 'm_CollisionGroup', any idea how to get it working?


PHP Code:
public Action:EventPlayerTeam(Handle:event, const String:name[], bool:dontBroadcast)
{
    new 
client GetClientOfUserId(GetEventInt(event"userid"));
    
    if ((
client && client <= MaxClients) && IsClientInGame(client) && GetEventInt(event"team") > 1)
    {
        
SendProxy_Hook(client"m_CollisionGroup"Prop_IntProxyCallback);
    }
}

public 
Action:ProxyCallback(entityString:propname[], &iValueelement)
{
    
iValue 2;
    
    return 
Plugin_Changed;

Any errors? Also what are you trying to do? Maybe there's another way.
Afronanny is offline
tigerox
AlliedModders Donor
Join Date: Oct 2008
Location: Canada
Old 08-03-2012 , 02:18   Re: SendProxy Manager
Reply With Quote #82

There are no errors, it just has no effect. This should unblock all players so that they do not collied with each other.

I know there is another way, I just wanted to see if it could be done using SendProxy Manager, it theory it should work.
__________________

Last edited by tigerox; 08-03-2012 at 02:18.
tigerox is offline
GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 08-03-2012 , 02:53   Re: SendProxy Manager
Reply With Quote #83

Quote:
Originally Posted by tigerox View Post
There are no errors, it just has no effect. This should unblock all players so that they do not collied with each other.
All you were doing was making the clients think that players shouldn't be colliding. The server decides which players actually collide in the end. Use SetEntProp if you want to change it on the server.
__________________
GoD-Tony is offline
tigerox
AlliedModders Donor
Join Date: Oct 2008
Location: Canada
Old 08-04-2012 , 23:55   Re: SendProxy Manager
Reply With Quote #84

I only posted a snippet of the code I was working on. I did try changing it simultaneously, on the server using SetEntData, and on the client using sendproxy manager. I am trying to remove the interpolation delay when unblocking players. However, this does not seem to work.
__________________

Last edited by tigerox; 08-04-2012 at 23:59.
tigerox is offline
Root_
Veteran Member
Join Date: Jan 2012
Location: ryssland
Old 08-10-2012 , 04:19   Re: SendProxy Manager
Reply With Quote #85

Well SendProxy can create and prevent collision, same about SDKHooks
If you will enable collision via SDKHooks, it may sometimes jitter. If via SendProxy - it will work for some time, but then player can move through another.
I used both on my deathmatch plugin, so players collide with teammates in same way as with enemies (without lags or jittering)
__________________


dodsplugins.com - Plugins and Resources for Day of Defeat
http://twitch.tv/zadroot

Last edited by Root_; 08-10-2012 at 04:22. Reason: linx
Root_ is offline
GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 08-10-2012 , 06:28   Re: SendProxy Manager
Reply With Quote #86

Quote:
Originally Posted by Root_ View Post
I used both on my deathmatch plugin, so players collide with teammates in same way as with enemies (without lags or jittering)
Enabling friendly fire will enable prediction for teammates. Then all you need is a simple plugin to block friendly-fire damage again.

Edit: Even faking the cvar change with SendConVarValue might work.
__________________

Last edited by GoD-Tony; 08-10-2012 at 06:40.
GoD-Tony is offline
Mitchell
~lick~
Join Date: Mar 2010
Old 08-16-2012 , 21:42   Re: SendProxy Manager
Reply With Quote #87

Sorta works with MvM i mean the server thinks im a Defender when im actually spectating, lol.
Mitchell is offline
Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-23-2012 , 14:14   Re: SendProxy Manager
Reply With Quote #88

Quote:
Originally Posted by Root_ View Post
Well SendProxy can create and prevent collision, same about SDKHooks
If you will enable collision via SDKHooks, it may sometimes jitter. If via SendProxy - it will work for some time, but then player can move through another.
I used both on my deathmatch plugin, so players collide with teammates in same way as with enemies (without lags or jittering)
TF2 has a cvar for changing collision with friendly players ("tf_avoidteammates"). Does DoD:S not have that?
__________________
Not currently working on SourceMod plugin development.
Powerlord is offline
Root_
Veteran Member
Join Date: Jan 2012
Location: ryssland
Old 08-24-2012 , 18:15   Re: SendProxy Manager
Reply With Quote #89

wow Powerlord, I never heard about this convar, no I dont need to use SDKHooks on my tf2 servers to enable collision, lol
About DoD:S: sadly but no, valve not paying attention to dods for a few years...
__________________


dodsplugins.com - Plugins and Resources for Day of Defeat
http://twitch.tv/zadroot
Root_ is offline
lio154
New Member
Join Date: Jul 2011
Old 08-26-2012 , 10:42   Re: SendProxy Manager
Reply With Quote #90

This Extensions doesn't work after 2012/08/22 update.

please fix.
lio154 is offline
Reply



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 11:12.


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