Raised This Month: $12 Target: $400
 3% 

[L4D & L4D2] Dissolve Infected (1.17) [15-Nov-2022]


Post New Thread Reply   
 
Thread Tools Display Modes
Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 11-24-2018 , 06:41   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #31

Quote:
Originally Posted by PurpleStabsPixel View Post
Curious, with this line

// Dissolve these on death: 1=Common, 2=Witch, 4=Smoker, 8=Boomer, 16=Hunter, 32=Spitter, 64=Jockey, 128=Charger, 256=Tank, 511=All.
l4d_dissolve_infected "511"

Can I do certain ones or can I only do what is allowed? Like "4 32 64". I personally don't like some of the infected to dissolve but damn this is a such a unique plugin.
Just add numbers up together.

Example: 4+32+64 = 100
__________________
Psyk0tik is offline
hoanganh81097
Senior Member
Join Date: Apr 2016
Old 11-28-2018 , 13:52   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #32

Sometime, common infected become immortal
hoanganh81097 is offline
a1946281677
Junior Member
Join Date: Jan 2019
Old 01-09-2019 , 05:36   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #33

Can you remove the particle effect? I feel so cool, my English is not good.
a1946281677 is offline
BloodyBlade
Senior Member
Join Date: Feb 2018
Old 01-17-2019 , 07:23   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #34

..

Last edited by BloodyBlade; 01-17-2019 at 10:44.
BloodyBlade is offline
BloodyBlade
Senior Member
Join Date: Feb 2018
Old 01-17-2019 , 12:17   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #35

Quote:
Originally Posted by Silvers View Post
Fixed.


Done.



Code:
1.5 (10-Oct-2018)
    - Added cvars "l4d_dissolve_time_min" and  "l4d_dissolve_time_max" to randomly select dissolve time.
    - Fixed fading ragdolls when the dissolve effects have reached their max active limit of 32.
    - Fixed 1 shot Witch kill not fading.
I confirm that the bug with immortal zombies continues to appear periodically in version 1.5. It usually appears on the second maps of campaigns.

Last edited by BloodyBlade; 01-17-2019 at 12:27.
BloodyBlade is offline
Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 01-19-2019 , 13:45   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #36

Quote:
Originally Posted by BloodyBlade View Post
I confirm that the bug with immortal zombies continues to appear periodically in version 1.5. It usually appears on the second maps of campaigns.
I was wondering what was causing the trillion HP commons to appear - disabled this plugin for now and will do addl. testing.
Mr. Man is offline
Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 01-20-2019 , 07:35   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #37

Probably, caused by this crash fix:
Code:
SDKHook(target, SDKHook_OnTakeDamage, OnCommonDamage);
due to the case you have more than MAX_DISSOLVE (3) simultaneous dissolves.

Perhaps, just misplaced position of SDKHook.
Fix: move it under the first scope.

But I also added entity kill code, just in case.
Untested.
Attached Files
File Type: sp Get Plugin or Get Source (l4d_dissolve_infected.sp - 559 views - 19.9 KB)
__________________
Expert of CMD/VBS/VB6. Malware analyst. L4D fun (Bloody Witch & FreeZone)
[My plugins] [My tools] [GitHub] [Articles] [HiJackThis+] [Donate]
Dragokas is offline
Jerry_21
Member
Join Date: Jun 2017
Old 01-23-2019 , 22:59   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #38

What they say I've only noticed in l4d2 with common infected, but only remove the effect in them and I have not presented that problem in both games. I prefer that the particle effect appear in the special infected ones in my opinion.
Jerry_21 is offline
BloodyBlade
Senior Member
Join Date: Feb 2018
Old 02-26-2019 , 18:13   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #39

Quote:
Originally Posted by Dragokas View Post
Probably, caused by this crash fix:
Code:
SDKHook(target, SDKHook_OnTakeDamage, OnCommonDamage);
due to the case you have more than MAX_DISSOLVE (3) simultaneous dissolves.

Perhaps, just misplaced position of SDKHook.
Fix: move it under the first scope.

But I also added entity kill code, just in case.
Untested.
Thanks for fixing it. I don't have a problem with him anymore.
BloodyBlade is offline
Dragokas
Veteran Member
Join Date: Nov 2017
Location: Ukraine on fire
Old 05-09-2019 , 08:16   Re: [L4D & L4D2] Dissolve Infected (1.5) [10-Oct-2018]
Reply With Quote #40

PHP Code:
// #include <L4D2ModelChanger>
native int LMC_GetEntityOverlayModel(int iEntity); // remove this and uncomment out the l4d2modelchanger include to compile with the include
//LMC 
instead,
you can use #tryinclude together with #if defined _LMCCore_included

Note, that currently LMC_GetEntityOverlayModel is defined under LMCCore.inc
PHP Code:
#tryinclude <LMCCore>

...

#if defined _LMCCore_included
    
if( bLMC_Available )
        
iOverlayModel LMC_GetEntityOverlayModel(target);
#endif 
__________________
Expert of CMD/VBS/VB6. Malware analyst. L4D fun (Bloody Witch & FreeZone)
[My plugins] [My tools] [GitHub] [Articles] [HiJackThis+] [Donate]
Dragokas is offline
Reply


Thread Tools
Display Modes

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 06:45.


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