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[L4D1 & L4D2] Stagger Tank on Hit [v1.0.5 | 20-November-2021]


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Maur0
Senior Member
Join Date: Aug 2020
Old 11-13-2021 , 21:34   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.2 | 13-November-2021]
Reply With Quote #11

Quote:
Originally Posted by Marttt View Post
Plugin updated (1.0.2)

Code:
1.0.2 (13-November-2021)
    - Added cvar to not stagger the Tank while using his throw ability. (thanks "Maur0" for requesting)
Marttt - Thank you very much, I have tried it and it works. Except for one little case:

1) When I tried to shoot him 100% with normal bullets to test the stagger effect while throwing the rock, when the option is deactivated, there are times that it works and other times it does not.

For example, when he throws the first time, he still has the stagger effect the moment he goes to throw the rock, but then when he lets him throw the second time, there is no stagger effect and is not interrupted. No idea if it is some interval or decay.

2) Another thing with the issue of melee weapons, is that when I have the option to enable melee and select only the fireaxe, note that even other melee, for example the frying pan, can stagger the tank when it is not enabled. And if I set the melee option to 0, it won't work for all of them.

If you can figure out how to fix it, I thank you very much. Anyway great job and thank you very much for this!
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 11-14-2021 , 09:36   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.2 | 13-November-2021]
Reply With Quote #12

Thanks for the feedback

About the items:
  • 1) I wasn't able to reproduce it. Your l4d_stagger_tank_ability_throw cvar should be 0. Maybe share a video or another explanation may be a plugin conflict aswell, try using it as standalone.
    .
  • 2) I wasn't able to reproduce. I did some testing and seems okay.

    Your options must have these values below set in the data file:

    [example, cut unrelated stuff]
    PHP Code:
    "l4d_stagger_tank"
    {
        
    "default"
        
    {
            
    "enable"       "1"
            "normal"       "0"
        
    }

        
    "classnames"
        
    {
            
    "weapon_melee"
            
    {
                
    "enable"       "1"
            
    }
        }

        
    "melees"
        
    {
            
    "fireaxe"
            
    {
                
    "enable"       "1"
                "normal"       "100"
            
    }
            
    "frying_pan"
            
    {
                
    "enable"       "0"
            
    }
        }

    weapon_melee section enables the melees section config.
    This part is not much friendly, because is not easy to make the settings that customizeble.
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Last edited by Marttt; 11-14-2021 at 14:55.
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Maur0
Senior Member
Join Date: Aug 2020
Old 11-14-2021 , 14:05   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.2 | 13-November-2021]
Reply With Quote #13

Marttt - I just tried to try again and I think it solved:

1) Now I have tried one more time with 100% normal bullets and having the command "l4d_stagger_tank_ability_throw 0", when the Tank throws its rock, there is no longer a stagger effect. Weird that I felt it the first time, but in the end it was solved and it is perfect.

Another thing to do with melees. I have tried what you told me to put, but no matter how much I remove the option "Melee Enable 0" and each melee is activated and probably in normal, they do not work, clearly because the melee is off. But when I activate it, and they put in each activated melee and others not, they are all staggering the Tank.

Here is my data configuration so you can see what I have done wrong:
Code:
"l4d_stagger_tank"
{
    "default"
    {
        "enable"       "1"
        "normal"       "5"
        "explosive"    "50"
        "incendiary"   "25"
    }

    "classnames"
        // Melees - Slot 2
        "weapon_melee"
        {
            "enable"       "1"
            "normal"       "10"
        }

    "melees"
    {
        "fireaxe"
        {
            "enable"       "1"
            "normal"       "10"
        }
        "frying_pan"
        {
            "enable"       "0"
        }
        "machete"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "baseball_bat"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "crowbar"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "cricket_bat"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "tonfa"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "katana"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "electric_guitar"
        {
            "enable"       "1"
            "normal"       "10"
        }
        "knife"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "golfclub"
        {
            "enable"       "0"
            "normal"       "0"
        }
        "pitchfork"
        {
            "enable"       "1"
            "normal"       "10"
        }
        "shovel"
        {
            "enable"       "1"
            "normal"       "10"
        }
        "riotshield"
        {
            "enable"       "0"
            "normal"       "0"
        }
    }
EDIT: I already found the cause. It turns out that what you told me is that having the "Default" with "normal" at 5, it goes to all the weapons that are activated. Now if I put it at 0 and then in each weapon I activated it with its probability in "normal", it works perfectly. Now I fully understood what you explained to me and it works.

Thank you very much for the solution and thanks for the update

Last edited by Maur0; 11-14-2021 at 14:25. Reason: Solved
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Maur0
Senior Member
Join Date: Aug 2020
Old 11-15-2021 , 12:51   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.3 | 14-November-2021]
Reply With Quote #14

Quote:
Originally Posted by Marttt View Post
Plugin updated (1.0.3)

Code:
1.0.3 (14-November-2021)
    - Added shove chance.
    - Fixed some melee logic config. (thanks "Maur0" for reporting)
Thank you!
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Maur0
Senior Member
Join Date: Aug 2020
Old 11-19-2021 , 13:49   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.3 | 14-November-2021]
Reply With Quote #15

Marttt - Last thing I would like to suggest, if possible:

A countdown option can be added when the Tank has received the stagger effect. Since when I put in each weapon a probability of 5 or 2 percent, when you have 4 or 8 survivors, plus the bots, shooting at the Tank at the same time, it becomes completely stagger by the effect and makes it very easy that it needs help from part of other infected to distract them.

Anyway, what I'm saying is: It is possible to add perhaps 2 commands or perhaps one is enough, that is the interval of how long immurerability lasts to give it the stagger effect again. And the other a limit of how many stagger the Tank can receive at the time of finishing and waiting the required time.

More or less like this I came up with the two commands:
l4d_stagger_tank_interval "10" // Time in seconds to re-stagger the Tank.
l4d_stagger_tank_limit "3" // Limits of use of the stagger that the Tank can receive.

This was the last thing that occurred to me and see if you can do it. I know that it is very complicated perhaps and the command is very limited. But hey, let me know anything if possible. Thank you.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 11-20-2021 , 13:40   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.4 | 20-November-2021]
Reply With Quote #16

Plugin updated (1.0.4)

Code:
1.0.4 (20-November-2021)
    - Added stagger limit and wait interval cvars. (thanks "Maur0" for requesting)
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Last edited by Marttt; 11-20-2021 at 13:40.
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Maur0
Senior Member
Join Date: Aug 2020
Old 11-21-2021 , 11:45   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.4 | 20-November-2021]
Reply With Quote #17

Quote:
Originally Posted by Marttt View Post
Plugin updated (1.0.4)

Code:
1.0.4 (20-November-2021)
    - Added stagger limit and wait interval cvars. (thanks "Maur0" for requesting)
Many thanks!
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Shao
Senior Member
Join Date: Jan 2015
Old 01-22-2022 , 05:26   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.4 | 20-November-2021]
Reply With Quote #18

Not sure if I am mistaken but choosing "explosive" for the grenade launcher affects it's normal grenades. I thought of being clever to make it so explosive upgrade would guaranteed staggers over regular ones, would it be possible to add as a feature?
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 01-23-2022 , 19:22   Re: [L4D1 & L4D2] Stagger Tank on Hit [v1.0.5 | 20-November-2021]
Reply With Quote #19

Well is not easy to detect if the bullet has explosive ammo AFAIK, but I did a plugin update that maybe works.

Try it now Shao.

Plugin Updated. (1.0.5)

Code:
1.0.5 (23-January-2022)
    - Added explosive ammo check for grenade launcher projectiles. (thanks "Shao" for requesting)
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