It is a normal behavior while forcing the "Progress Bar" through the plugin, it seems that all plugins behave this way (self help for example).
I really don't know how to "change" that, but I think it's better than showing nothing to the players.
In case anyone has a solution to this, I can change the code, but I don't have the knowledge right now.
Or if you want, I can create a cvar that doesn't display anything (as it was before)
l4d_witch_guard_give_random ⇨ Give witch to a random player if the killer already has one. 0 = Disable, 1 = Enable.
l4d_witch_guard_weapon_type ⇨ Weapon type given to the witch. 0 = Random, 1 = Assault Rifle, 2 = Hunting Rifle, 3 = Auto Shotgun.
l4d_witch_guard_arc ⇨ The arc that the witch guard will search for targets.
l4d_witch_guard_glowtype ⇨ The Witch Guard glow outline type.
l4d_witch_guard_glowflashing ⇨ The Witch Guard will have a glow outline flashing.
l4d_witch_guard_glowminrange ⇨ The minimum range that a client can be away from the Witch Guard until the glow starts to outline.
l4d_witch_guard_glowmaxrange ⇨ The maximum range that a client can be away from the Witch Guard until the glow stops to outline.
l4d_witch_guard_scoredamage ⇨ "Enables the Witch Guard hits and kills count as the owner.
l4d_witch_guard_showbar ⇨ Shows a progress bar while putting the Witch Guard down (L4D2 only). 0 = Disable , 1 = Enable.
l4d_witch_guard_bestpose_onback ⇨ 0: random pose, 1: best pose, 2: specific pose (uses pose_onback cvars)
l4d_witch_guard_bestpose_ondown ⇨ 0: random pose, 1: best pose, 2: specific pose (uses pose_down cvars)
l4d_witch_guard_pose_down ⇨ 0: off, 1-82: default witch pose while down. (l4d_witch_guard_bestpose_onback must be: 2)
l4d_witch_guard_pose_onback ⇨ 0: off, 1-82: default witch pose while on back. (l4d_witch_guard_bestpose_onback must be: 2)
l4d_witch_guard_bots ⇨ Allow bots to get Witch Guard 0 = Disable, 1 = Enable.
l4d_witch_guard_chance ⇨ % chance to get a Witch Guard when a witch is killed.
l4d_witch_guard_gamemodesoff ⇨ Turn off the plugin in these game modes, separate by commas (no spaces). Empty = none.\nKnown values: coop,realism,versus,survival,scavenge,teamver sus,teamscavenge,\nmutation[1-20],community[1-6],gunbrain,l4d1coop,l4d1vs,holdout,dash,shootz ones.
l4d_witch_guard_gamemodeson ⇨ Turn on the plugin in these game modes, separate by commas (no spaces). Empty = all.\nKnown values: coop,realism,versus,survival,scavenge,teamver sus,teamscavenge,\nmutation[1-20],community[1-6],gunbrain,l4d1coop,l4d1vs,holdout,dash,shootz ones.
l4d_witch_guard_gamemodestoggle ⇨ Turn on the plugin in these game modes.\nKnown values: 0 = all, 1 = coop, 2 = survival, 4 = versus, 8 = scavenge.\nAdd numbers greater than 0 for multiple options.\nExample: \3\, enables for \coop\ (1) and \survival\ (2).
l4d_witch_guard_mapsoff ⇨ Prevent the plugin being loaded on these maps, separate by commas (no spaces). Empty = none.\nExample: \l4d_hospital01_apartment,c1m1_hotel\
l4d_witch_guard_mapson ⇨ Allow the plugin being loaded on these maps, separate by commas (no spaces). Empty = all.\nExample: \l4d_hospital01_apartment,c1m1_hotel\
l4d_witch_guard_mode ⇨ Criteria based on to give the Witch Guard. 0 = Last Hit, 1 = Most Damage.
l4d_witch_guard_model ⇨ Witch model given on kill. 0 = Random, 1 = Model from killed witch.
l4d_witch_guard_saferoom ⇨ Enables carrying the Witch Guard across maps when reaches alive to the saferoom with it on back. Removes on map change. 0 = Disable, 1 = Enable.
l4d_witch_guard_weapon_type ⇨ Weapon type given to the witch. 0 = Random, 1 = Assault Rifle, 2 = Hunting Rifle, 3 = Auto Shotgun.
Notes:
Splitted "l4d_witch_onback_bestpose" cvar into "l4d_witch_guard_bestpose_onback" / "l4d_witch_guard_bestpose_ondown".
Saferoom cvar sometimes bugs and gives a Witch to a random person.
I also made a tank guard plugin that is similar to this one, if anyone is interested, PM me.
Some have asked me for the tank version, so here it goes.
I don't intend to support this one, I did just for fun. The coding is based 99% on the Witch Guard plugin.
There is only an additional command: "sm_tankyell", which will make your owned tanks scream.
Don't forget to download the translation (phrases) file.
Cvars:
Spoiler
PHP Code:
// The arc that the tank guard will search for targets.
// -
// Default: "360"
// Minimum: "0.000000"
// Maximum: "360.000000"
l4d_tank_guard_arc "360"
// 0: random pose, 1: best pose, 2: specific pose (uses pose_onback cvars)
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "2.000000"
l4d_tank_guard_bestpose_onback "0"
// 0: random pose, 1: best pose, 2: specific pose (uses pose_down cvars)
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "2.000000"
l4d_tank_guard_bestpose_ondown "1"
// Allow bots to get Tank Guard 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_bots "0"
// % chance to get a Tank Guard when a tank is killed.
// -
// Default: "100.0"
// Minimum: "0.000000"
// Maximum: "100.000000"
l4d_tank_guard_chance "100.0"
// Turn off the plugin in these game modes, separate by commas (no spaces). Empty = none.
// Known values: coop,realism,versus,survival,scavenge,teamversus,teamscavenge,
// mutation[1-20],community[1-6],gunbrain,l4d1coop,l4d1vs,holdout,dash,shootzones.
// -
// Default: ""
l4d_tank_guard_gamemodes_off ""
// Turn on the plugin in these game modes, separate by commas (no spaces). Empty = all.
// Known values: coop,realism,versus,survival,scavenge,teamversus,teamscavenge,
// mutation[1-20],community[1-6],gunbrain,l4d1coop,l4d1vs,holdout,dash,shootzones.
// -
// Default: ""
l4d_tank_guard_gamemodes_on ""
// Turn on the plugin in these game modes.
// Known values: 0 = all, 1 = coop, 2 = survival, 4 = versus, 8 = scavenge.
// Add numbers greater than 0 for multiple options.
// Example: "3", enables for "coop" (1) and "survival" (2).
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "15.000000"
l4d_tank_guard_gamemodes_toggle "0"
// Give tank to a random player if the killer already has one. 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_give_random "0"
// The Tank Guard will have a glow outline flashing.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_glowflashing "0"
// The maximum range that a client can be away from the Tank Guard until the glow stops to outline.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1000000000.000000"
l4d_tank_guard_glowmaxrange "0"
// The minimum range that a client can be away from the Tank Guard until the glow starts to outline.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1000000000.000000"
l4d_tank_guard_glowminrange "0"
// The Tank Guard glow outline type. (0 = None, 1 = On Use, 2 = On Look At, 3 = Constant.
// -
// Default: "3"
// Minimum: "0.000000"
// Maximum: "3.000000"
l4d_tank_guard_glowtype "3"
// Lose tank when player goes afk. 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_lose_in_afk "0"
// Lose tank when player dies. 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_lose_in_death "0"
// Prevent the plugin being loaded on these maps, separate by commas (no spaces). Empty = none.
// Example: "l4d_hospital01_apartment,c1m1_hotel"
// -
// Default: ""
l4d_tank_guard_mapsoff ""
// Allow the plugin being loaded on these maps, separate by commas (no spaces). Empty = all.
// Example: "l4d_hospital01_apartment,c1m1_hotel"
// -
// Default: ""
l4d_tank_guard_mapson ""
// Criteria based on to give the Tank Guard. 0 = Last Hit, 1 = Most Damage.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_mode "1"
// 0: off, 1-82: default tank pose while down. (l4d_tank_guard_bestpose_onback must be: 2)
// -
// Default: "3"
// Minimum: "0.000000"
// Maximum: "82.000000"
l4d_tank_guard_pose_down "3"
// 0: off, 1-82: default tank pose while on back. (l4d_tank_guard_bestpose_onback must be: 2)
// -
// Default: "77"
// Minimum: "0.000000"
// Maximum: "82.000000"
l4d_tank_guard_pose_onback "77"
// attack range
// -
// Default: "600.0"
l4d_tank_guard_range "600.0"
// Enables carrying the Tank Guard across maps when reaches alive to the saferoom with it on back. Removes on map change. 0 = Disable, 1 = Enable
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_saferoom "0"
// Enables the Tank Guard hits and kills count as the owner.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_scoredamage "1"
// 0: do not shot on back, 1: shot
// -
// Default: "0"
l4d_tank_guard_shotonback "0"
// Shows a progress bar while putting the Tank Guard down (L4D2 only). 0 = Disable, 1 = Enable.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_showbar "1"
// Show/Hide the sprite indicating which Tank in the ground is from the owner. 0 = Hide, 1 = Show.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_spriteowner "1"
// Enables/Disables other clients to steal(pick up) a Tank from other owners while on the ground. 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_steal "0"
// Weapon type given to the tank. 0 = Random, 1 = Assault Rifle, 2 = Hunting Rifle, 3 = Auto Shotgun.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_tank_guard_weapon_type "0"
// How long should the Tank Guard down wait to yell. 0 = OFF
// -
// Default: "15.0"
// Minimum: "0.000000"
l4d_tank_guard_yell "15.0"
Not compiled https://spider.limetech.io/
Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0
Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0
exception thrown: abort("Cannot enlarge memory arrays. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value 16777216, (2) compile with -s ALLOW_MEMORY_GROWTH=1 which allows increasing the size at runtime but prevents some optimizations, (3) set Module.TOTAL_MEMORY to a higher value before the program runs, or (4) if you want malloc to return NULL (0) instead of this abort, compile with -s ABORTING_MALLOC=0 "). Build with -s ASSERTIONS=1 for more info.
This is a problem with the spider compiler, I got that message with a lot of plugins.
Just copy the file into your "scripting" sourcemod folder and drag it to the spcomp.exe, should work.
Hi, I can’t understand, this line is l4d_witch_guard_scoredamage = CreateConVar ("l4d_witch_guard_scoredamage, as I understand it, points go to the witch’s master if she kills, but something doesn’t work, and I also noticed that if the player leaves the game, then his witch any player can take.
Hi KRUTIC, when "l4d_witch_guard_scoredamage" "1" and a witch guard kills a SI, for example, it will appear as the witch owner that killed the SI. (is a red message that appears when you kill a SI), so, also counts in the map change statistics.
For me it works, I notice some bugs when having too many players on but since the plugin is a mess would need a full rewrite.
Here is my convar CFG file, maybe is some config that is being incompatible, I never notice that bug about others "stealing" the witch (check "l4d_witch_guard_steal" cvar).
Spoiler
PHP Code:
// This file was auto-generated by SourceMod (v1.10.0.6460)
// ConVars for plugin "witch_guard_l4d.smx"
// The arc that the witch guard will search for targets.
// -
// Default: "360"
// Minimum: "0.000000"
// Maximum: "360.000000"
l4d_witch_guard_arc "360"
// 0: random pose, 1: best pose, 2: specific pose (uses pose_onback cvars)
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "2.000000"
l4d_witch_guard_bestpose_onback "2"
// 0: random pose, 1: best pose, 2: specific pose (uses pose_down cvars)
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "2.000000"
l4d_witch_guard_bestpose_ondown "2"
// % chance to get a Witch Guard when a witch is killed.
// -
// Default: "100.0"
// Minimum: "0.000000"
// Maximum: "100.000000"
l4d_witch_guard_chance "100.0"
// Turn off the plugin in these game modes, separate by commas (no spaces). Empty = none.
// Known values: coop,realism,versus,survival,scavenge,teamversus,teamscavenge,
// mutation[1-20],community[1-6],gunbrain,l4d1coop,l4d1vs,holdout,dash,shootzones.
// -
// Default: ""
l4d_witch_guard_gamemodes_off ""
// Turn on the plugin in these game modes, separate by commas (no spaces). Empty = all.
// Known values: coop,realism,versus,survival,scavenge,teamversus,teamscavenge,
// mutation[1-20],community[1-6],gunbrain,l4d1coop,l4d1vs,holdout,dash,shootzones.
// -
// Default: ""
l4d_witch_guard_gamemodes_on ""
// Turn on the plugin in these game modes.
// Known values: 0 = all, 1 = coop, 2 = survival, 4 = versus, 8 = scavenge.
// Add numbers greater than 0 for multiple options.
// Example: "3", enables for "coop" (1) and "survival" (2).
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "15.000000"
l4d_witch_guard_gamemodes_toggle "1"
// Give witch to a random player if the killer already has one. 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_give_random "1"
// The Witch Guard will have a glow outline flashing.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_glowflashing "0"
// The maximum range that a client can be away from the Witch Guard until the glow stops to outline.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1000000000.000000"
l4d_witch_guard_glowmaxrange "0"
// The minimum range that a client can be away from the Witch Guard until the glow starts to outline.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1000000000.000000"
l4d_witch_guard_glowminrange "0"
// Prevent the plugin being loaded on these maps, separate by commas (no spaces). Empty = none.
// Example: "l4d_hospital01_apartment,c1m1_hotel"
// -
// Default: ""
l4d_witch_guard_mapsoff "helms_deep_r26"
// Allow the plugin being loaded on these maps, separate by commas (no spaces). Empty = all.
// Example: "l4d_hospital01_apartment,c1m1_hotel"
// -
// Default: ""
l4d_witch_guard_mapson ""
// Criteria based on to give the Witch Guard. 0 = Last Hit, 1 = Most Damage.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_mode "1"
// attack range
// -
// Default: "600.0"
l4d_witch_guard_range "600.0"
// Enables carrying the Witch Guard across maps when reaches alive to the saferoom with it on back. Removes on map change. 0 = Disable, 1 = Enable
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_saferoom "0"
// Enables the Witch Guard hits and kills count as the owner.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_scoredamage "1"
// 0: do not shot on back, 1: shot
// -
// Default: "0"
l4d_witch_guard_shotonback "0"
// Shows a progress bar while putting the Witch Guard down (L4D2 only). 0 = Disable, 1 = Enable.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_showbar "1"
// Show/Hide the sprite indicating which Witch in the ground is from the owner. 0 = Hide, 1 = Show.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_spriteowner "1"
// Enables/Disables other clients to steal(pick up) a Witch from other owners while on the ground. 0 = Disable, 1 = Enable.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_steal "0"
// Weapon type given to the witch. 0 = Random, 1 = Assault Rifle, 2 = Hunting Rifle, 3 = Auto Shotgun.
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_witch_guard_weapon_type "0"
After testing the latest version I noticed the following: If after I put the witch on the ground, at least one player tries to take her, then after his unsuccessful attempt, I myself will no longer be able to take her.
P.S.: If none of the players try to take the witch I put in, then I can take her.