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[ANY] Dev Cmds (1.50) [05-Mar-2024]


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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 07-06-2021 , 20:25   Re: [ANY] Dev Cmds (1.17) [01-Jul-2021]
Reply With Quote #61

Quote:
Originally Posted by Silvers View Post
Code:
1.19 (05-Jul-2021)
    - L4D1 & L4D2: Added command "sm_bots" to spawn a Survivor bot.

1.18 (04-Jul-2021)
    - Removed requirement of being alive for some commands: "sm_ccmd", "sm_fcmd", "sm_nv", "sm_ledge". Thanks to "noto3" for reporting.

1.17 (01-Jul-2021)
    - L4D1 and L4D2: Added command "sm_zspawnv" to spawn infected and special infected specifying pos and ang. Requested by "Tonblader" and "nataa123".

1.16 (16-Jun-2021)
    - Changed commands "sm_setang", "sm_setpos", "sm_tel" and "sm_viewr" and set speed to 0 on teleport. Requested by "Tonblader".
Thanks, I was just going to request this change, the previous user read my mind.

Last edited by Tonblader; 07-06-2021 at 20:36.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 07-21-2021 , 19:17   Re: [ANY] Dev Cmds (1.17) [01-Jul-2021]
Reply With Quote #62

Quote:
Originally Posted by Silvers View Post
Done.

Code:
1.17 (01-Jul-2021)
    - L4D1 and L4D2: Added command "sm_zspawnv" to spawn infected and special infected specifying pos and ang. Requested by "Tonblader" and "nataa123".
For some reason they don't spawn at the angle I assign them.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-22-2021 , 03:38   Re: [ANY] Dev Cmds (1.17) [01-Jul-2021]
Reply With Quote #63

Quote:
Originally Posted by Tonblader View Post
For some reason they don't spawn at the angle I assign them.
Had the lines wrong way round.

Code:
1.20 (22-Jul-2021)
    - L4D1 & L4D2: Fixed command "sm_zspawnv" not spawning in the correct direction. Thanks to "Tonblader" for reporting.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 07-22-2021 , 19:33   Re: [ANY] Dev Cmds (1.20) [22-Jul-2021]
Reply With Quote #64

When i clic Get Plugin button, appear this:

Spoiler


Is possible add in sm_zspawnv the model of zombie ?
There are different models of common zombies

Last edited by Tonblader; 07-22-2021 at 19:48.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 07-25-2021 , 04:16   Re: [ANY] Dev Cmds (1.21) [25-Jul-2021]
Reply With Quote #65

Done:

Code:
1.21 (25-Jul-2021)
    - L4D1 & L4D2: Changed command "sm_zspawnv" to accept the modelname. This does not precache the model and a server crash possible for non-cached models. Requested by "Tonblader".
    - Usage: "sm_zspawnv boomer posX posY posZ modelname" or "sm_zspawnv boomer posX posY posZ andX angY andZ modelname". Modelname is optional.
I changed some stuff so this plugin requires SM 1.10 or newer, I had the wrong compiler selected before.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 07-28-2021 , 17:32   Re: [ANY] Dev Cmds (1.21) [25-Jul-2021]
Reply With Quote #66

Quote:
Originally Posted by Silvers View Post
Done:

Code:
1.21 (25-Jul-2021)
    - L4D1 & L4D2: Changed command "sm_zspawnv" to accept the modelname. This does not precache the model and a server crash possible for non-cached models. Requested by "Tonblader".
    - Usage: "sm_zspawnv boomer posX posY posZ modelname" or "sm_zspawnv boomer posX posY posZ andX angY andZ modelname". Modelname is optional.
I changed some stuff so this plugin requires SM 1.10 or newer, I had the wrong compiler selected before.
Thanks.

When i use commnd sm_zspawnv , it also shows an incorrect message on the console.
I think that it is also necessary to define a keyvalue for the "skin" of the infected zombie since some spawns with different skin within the same model, but I think that this is already too much to ask, even unnecessary to do I think.
Example: (map c4m3_sugarmill_b)
] sm_zspawnv infected -1174.500488 -12876.841796 119.720230 0 -90 0 models/infected/common_male_roadcrew_l4d1.mdl
[SM] Spawned 62 infected

When I change the mp_gamemode to another game mode in real-time game, the sm_find command stops working.

Last edited by Tonblader; 07-28-2021 at 17:53.
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Silvers
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Location: SpaceX
Old 07-28-2021 , 17:54   Re: [ANY] Dev Cmds (1.21) [25-Jul-2021]
Reply With Quote #67

Quote:
Originally Posted by Tonblader View Post
Thanks.

When i use commnd sm_zspawnv , it also shows an incorrect message on the console.
I think that it is also necessary to define a keyvalue for the "skin" of the infected zombie since some spawns with different skin within the same model, but I think that this is already too much to ask, even unnecessary to do I think.
Example: (map c4m3_sugarmill_b)
] sm_zspawnv infected -1174.500488 -12876.841796 119.720230 0 -90 0 models/infected/common_male_roadcrew_l4d1.mdl
[SM] Spawned 62 infected
This number is the entity index. You are requesting too much from me though. There are game commands to spawn and manipulate entities which would probably do all of this already. Edit: have added this.
Code:
1.22 (29-Jul-2021)
    - L4D1 & L4D2: Changed command "sm_zspawnv" to accept a skin parameter for the models.

Quote:
Originally Posted by Tonblader View Post
When I change the mp_gamemode to another game mode in real-time game, the sm_find command stops working.
This makes no sense, the command has nothing to do with mp_gamemode. Edit: Just tested and it works fine.
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Last edited by Silvers; 07-28-2021 at 20:39.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 08-01-2021 , 16:18   Re: [ANY] Dev Cmds (1.21) [25-Jul-2021]
Reply With Quote #68

Quote:
Originally Posted by Silvers View Post
This makes no sense, the command has nothing to do with mp_gamemode. Edit: Just tested and it works fine.
I know this have a problem regarding the gamemode change in real-time, but i need test more to describe how to detonate the bug.

Can add a cmd or cvar to freeze gravity of gascan?
I ask this because when I want to verify the gascan (scavenge) origin with sm_ent in the map stripper config file, it throws me another origin result.
I think that when the can appears, it falls to the ground and therefore changes its origin.
I do not know if it is necessary to add it to other types of objects affected by gravity.

Is possible modify sm_e to accept ent_fire command without sv_cheats 1 ?
Maybe with this plugin [ANY] Cheats

Last edited by Tonblader; 08-07-2021 at 17:17.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 08-11-2021 , 04:19   Re: [ANY] Dev Cmds (1.23) [11-Aug-2021]
Reply With Quote #69

Quote:
Originally Posted by Tonblader View Post
I know this have a problem regarding the gamemode change in real-time, but i need test more to describe how to detonate the bug.

Can add a cmd or cvar to freeze gravity of gascan?
I ask this because when I want to verify the gascan (scavenge) origin with sm_ent in the map stripper config file, it throws me another origin result.
I think that when the can appears, it falls to the ground and therefore changes its origin.
I do not know if it is necessary to add it to other types of objects affected by gravity.

Is possible modify sm_e to accept ent_fire command without sv_cheats 1 ?
Maybe with this plugin [ANY] Cheats
Too specific and since you're scripting SP you can do this.



Code:
1.23 (11-Aug-2021)
    - Added commands "sm_bit" and "sm_val" to get and return values from: "1<<20" to "1048576" and "1048577" to "(1<<0); (1<<20)" for example.
    - Added command "sm_dmg" to return SDKHooks damage flags from a value. For example "sm_dmg 9" returns "DMG_CRUSH (1<<0); DMG_BURN (1<<3)".
    - Added command "sm_adm" to toggle between ROOT and BAN admin flags (or specified target flags). Requires ROOT to work. E.g: "sm_adm BAN KICK".
    - Changed command "sm_anim" to watch sequence numbers on every frame and display only when they change, until toggled off.
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Last edited by Silvers; 08-11-2021 at 04:21.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 08-11-2021 , 09:30   Re: [ANY] Dev Cmds (1.23) [11-Aug-2021]
Reply With Quote #70

Tonblader, this will not help you, since you're going to apply freeze command on entity after it is already change its location.
The one possible way would be to catch a position in OnEntityCreated forward and pre-save it in mapping "entity index ref." -> position.
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