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L4d player clip question


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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-21-2023 , 10:35   L4d player clip question
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Hello,

does anyone know how the game determines if a survivor or an infected is trying to pass a player_clip?

If so, is it possible to change the players flags to appear like something else to the engine?

I want to accomplish some sort of portal in front and behind of player_clip brush.

Portal1 change player flag|---player clip brush---|portal2 reset player flag

That way a player could pass certain blocked areas in maps without messing with lmp files or map recompile.

The question is, is it possible to fake this infected behavior on survivors?

If not, my second idea would be to hook the touch event of a player_clip and quit it with plugin_handled if that is possible. Anyone know how to hook that event?
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Last edited by finishlast; 12-21-2023 at 10:52.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 12-21-2023 , 11:10   Re: L4d player clip question
Reply With Quote #2

you can use r_drawclipbrushes 2 in a local server to check the clip "color"
the static ones only are able to change through .lmp files
you can also check some TLS vscripts to understand how they have done https://github.com/Tsuey/L4D2-Commun...ctions.nut#L34
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Last edited by Marttt; 12-21-2023 at 11:22.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-21-2023 , 11:31   Re: L4d player clip question
Reply With Quote #3

Unfortunately vscripts don't work in L4d1.

Tried to understand the lmp way how Aya Supay opened the back of sacrafice 3rd map but failed.

Atm I teleport players behind the brush and use custom nav meshes.

It doesn't look too awkward when they teleport 100.
Looks like a lag but it works.

I just thought it might be possible to trick the engine to think survivors are infected or npc and then set it to normal after the player passed the brush.
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Last edited by finishlast; 12-21-2023 at 11:35.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 12-21-2023 , 11:34   Re: L4d player clip question
Reply With Quote #4

besides being a "vscript" thing, you can achieve the same with Sourcemod "CreateEntityByName" and DispatchKeyValue, in the end they are translated to the same entity but in a different matter (most of time)
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-21-2023 , 13:14   Re: L4d player clip question
Reply With Quote #5

The blocks are static but instead of changing them via lmp (that im not capable of), I would try to change the player itself.

Change some player survivors netprops maybe to make the engine ignore the player_clip and after the player passed another portal reset that value.

That way I could create a "walk through portal area" on every block I want and just walk through it.
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Last edited by finishlast; 12-21-2023 at 13:17.
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