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[L4D2] F-18 Airstrike (1.12) [20-Dec-2023]


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maclarens
Senior Member
Join Date: Jul 2020
Location: Kz
Old 09-14-2020 , 16:24   Re: [L4D2] F-18 Airstrike (1.6) [10-May-2020]
Reply With Quote #61

Hello!how is possible launch airstrike with just command??i need this plugin for airstrike box
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-14-2020 , 17:36   Re: [L4D2] F-18 Airstrike (1.6) [10-May-2020]
Reply With Quote #62

Currently no, will add a command to trigger for specific client or a specific position.
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maclarens
Senior Member
Join Date: Jul 2020
Location: Kz
Old 09-14-2020 , 18:34   Re: [L4D2] F-18 Airstrike (1.6) [10-May-2020]
Reply With Quote #63

Quote:
Originally Posted by Silvers View Post
Currently no, will add a command to trigger for specific client or a specific position.
okay !good news!i will wait!

Last edited by maclarens; 09-14-2020 at 18:35.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-18-2020 , 20:04   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #64

Quote:
Originally Posted by maclarens View Post
Hello!how is possible launch airstrike with just command??i need this plugin for airstrike box
Done.

Code:
1.7 (18-Sep-2020)
- Added command "sm_strikes" to create Airstrikes by command. Thanks to "maclarens" for requesting.
- Create them on a specific client position, where the client is aiming or at a specific vector and angle.
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jking
AlliedModders Donor
Join Date: Jan 2012
Old 05-28-2021 , 21:25   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #65

Silvers, not sure it may be your plugin but after the 4th strike I lose connection to my server but still working on narrowing it down. This plugin has never ever given me grief but to me it seems since the TLS update and the fact that I've been gone periodically things have changed somewhat on how certain plugins interact with one another, a work in progress for me.

Ok, I like to test on Waterfront since it's easy and basic, I may have found one culprit, an older plugin AutoHelp but previously had no issues with it but was pre-TLS:

Code:
L 05/28/2021 - 21:41:29: SourceMod error session started
L 05/28/2021 - 21:41:29: Info (map "c5m1_waterfront") (file "C:\L4D2\left4dead2\addons\sourcemod\logs\errors_20210528.log")
L 05/28/2021 - 21:41:29: [SM] Exception reported: Invalid timer handle 275011d (error 1)
L 05/28/2021 - 21:41:29: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:41:29: [SM] Call stack trace:
L 05/28/2021 - 21:41:29: [SM]   [0] KillTimer
L 05/28/2021 - 21:41:30: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:41:30: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:01: [SM] Exception reported: Invalid timer handle 34f00ff (error 1)
L 05/28/2021 - 21:43:01: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:01: [SM] Call stack trace:
L 05/28/2021 - 21:43:01: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:01: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:01: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:01: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:01: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:17: [SM] Exception reported: Invalid timer handle 34f00ff (error 1)
L 05/28/2021 - 21:43:17: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:17: [SM] Call stack trace:
L 05/28/2021 - 21:43:17: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:17: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:17: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:17: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:17: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:36: [SM] Exception reported: Invalid timer handle 44e0112 (error 3)
L 05/28/2021 - 21:43:36: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:36: [SM] Call stack trace:
L 05/28/2021 - 21:43:36: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:36: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:36: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:36: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:36: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:36: [SM] Exception reported: Invalid timer handle 4500103 (error 3)
L 05/28/2021 - 21:43:36: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:36: [SM] Call stack trace:
L 05/28/2021 - 21:43:36: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:36: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:36: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:36: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:36: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:36: [SM] Exception reported: Invalid timer handle 45200fc (error 1)
L 05/28/2021 - 21:43:36: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:36: [SM] Call stack trace:
L 05/28/2021 - 21:43:36: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:36: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:36: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:36: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:36: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:36: [SM] Exception reported: Invalid timer handle 45400f9 (error 1)
L 05/28/2021 - 21:43:36: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:36: [SM] Call stack trace:
L 05/28/2021 - 21:43:37: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:37: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:37: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:37: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:37: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:37: [SM] Exception reported: Invalid timer handle 4560101 (error 1)
L 05/28/2021 - 21:43:37: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:37: [SM] Call stack trace:
L 05/28/2021 - 21:43:37: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:37: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:37: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:37: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:37: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:37: [SM] Exception reported: Invalid timer handle 45800c1 (error 1)
L 05/28/2021 - 21:43:37: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:37: [SM] Call stack trace:
L 05/28/2021 - 21:43:37: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:37: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:37: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:37: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:37: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:37: [SM] Exception reported: Invalid timer handle 45a0115 (error 3)
L 05/28/2021 - 21:43:37: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:38: [SM] Call stack trace:
L 05/28/2021 - 21:43:38: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:38: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:38: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:38: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:38: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:39: [SM] Exception reported: Invalid timer handle 44e0112 (error 3)
L 05/28/2021 - 21:43:39: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:39: [SM] Call stack trace:
L 05/28/2021 - 21:43:39: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:39: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:39: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:39: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:39: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:39: [SM] Exception reported: Invalid timer handle 4500103 (error 3)
L 05/28/2021 - 21:43:39: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:39: [SM] Call stack trace:
L 05/28/2021 - 21:43:39: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:39: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:39: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:39: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:40: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:40: [SM] Exception reported: Invalid timer handle 45200fc (error 3)
L 05/28/2021 - 21:43:40: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:40: [SM] Call stack trace:
L 05/28/2021 - 21:43:40: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:40: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:40: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:40: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:40: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:40: [SM] Exception reported: Invalid timer handle 45400f9 (error 1)
L 05/28/2021 - 21:43:40: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:40: [SM] Call stack trace:
L 05/28/2021 - 21:43:40: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:40: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:40: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:40: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:40: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:40: [SM] Exception reported: Invalid timer handle 4560101 (error 1)
L 05/28/2021 - 21:43:40: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:40: [SM] Call stack trace:
L 05/28/2021 - 21:43:40: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:40: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:40: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:40: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:41: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:41: [SM] Exception reported: Invalid timer handle 45800c1 (error 3)
L 05/28/2021 - 21:43:41: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:41: [SM] Call stack trace:
L 05/28/2021 - 21:43:41: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:41: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:41: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:41: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:41: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:43:41: [SM] Exception reported: Invalid timer handle 45a0115 (error 3)
L 05/28/2021 - 21:43:41: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:43:41: [SM] Call stack trace:
L 05/28/2021 - 21:43:41: [SM]   [0] KillTimer
L 05/28/2021 - 21:43:41: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:43:41: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt
L 05/28/2021 - 21:43:41: [SM]   [4] AcceptEntityInput
L 05/28/2021 - 21:43:41: [SM]   [5] Line 1066, l4d2_airstrike.core.sp::TimerBombTouch
L 05/28/2021 - 21:44:18: [SM] Exception reported: Invalid timer handle 5460101 (error 1)
L 05/28/2021 - 21:44:18: [SM] Blaming: cge_l4d2_autohelp.smx
L 05/28/2021 - 21:44:18: [SM] Call stack trace:
L 05/28/2021 - 21:44:18: [SM]   [0] KillTimer
L 05/28/2021 - 21:44:18: [SM]   [1] Line 475, /home/forums/content/files/6/6/3/4/6/109650.attach::RestartTimer
L 05/28/2021 - 21:44:18: [SM]   [2] Line 455, /home/forums/content/files/6/6/3/4/6/109650.attach::Event_PlayerHurt

Last edited by jking; 05-28-2021 at 23:54.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-29-2021 , 06:08   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #66

Looks like the problem is autohelp not Airstrike, it's simply coming from Airstrike when the bomb explodes (line 1066 = AcceptEntityInput(entity, "Explode");) which then hurts players and triggers autohelp which has a bad handle. There are newer autohelp or self revive plugins now, look for the one by Dragokas.
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King_OXO
Senior Member
Join Date: Dec 2020
Location: Brazil
Old 07-22-2021 , 19:59   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #67

how to increase the amount of airstrike missiles?
I wanted 3 at once
and in the grenades prototypes plugin I wanted to know too

SORRY FOR MY BAD ENGLISH!!!!
King_OXO is offline
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-23-2021 , 03:07   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #68

Quote:
Originally Posted by King_OXO View Post
how to increase the amount of airstrike missiles?
I wanted 3 at once
and in the grenades prototypes plugin I wanted to know too

SORRY FOR MY BAD ENGLISH!!!!
Call it multiple times.

In Prototype Grenades plugin duplicate the line "F18_ShowAirstrike" several times in the "Explode_Airstrike" section and recompile the plugin. Or you could try messing with the repeat explosion settings in the grenades config.
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Last edited by Silvers; 07-23-2021 at 03:43.
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King_OXO
Senior Member
Join Date: Dec 2020
Location: Brazil
Old 07-23-2021 , 10:24   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #69

Quote:
Originally Posted by Silvers View Post
Call it multiple times.

In Prototype Grenades plugin duplicate the line "F18_ShowAirstrike" several times in the "Explode_Airstrike" section and recompile the plugin. Or you could try messing with the repeat explosion settings in the grenades config.
thanks and in the airstrike plugin?

PHP Code:
public Action CmdAirstrikeMake(int clientint args)
{
    
// Specific client and type
    
if( args == )
    {
        
char arg1[32];

        
GetCmdArg(2arg1sizeof(arg1));

        
int type StringToInt(arg1);
        if( 
type != && type != )
        {
            
ReplyToCommand(client"Usage: sm_strikes <#userid|name> <type: 1=Aim position. 2=On position> OR vector position <X> <Y> <Z> <angle>");
            return 
Plugin_Handled;
        }

        
GetCmdArg(1arg1sizeof(arg1));

        
char target_name[MAX_TARGET_LENGTH];
        
int target_list[MAXPLAYERS], target_count;
        
bool tn_is_ml;

        if( (
target_count ProcessTargetString(
            
arg1,
            
client,
            
target_list,
            
MAXPLAYERS,
            
COMMAND_FILTER_ALIVE,
            
target_name,
            
sizeof(target_name),
            
tn_is_ml)) <= 0)
        {
            
ReplyToTargetError(clienttarget_count);
            return 
Plugin_Handled;
        }

        
float vPos[3], vAng[3], direction;
        
int target;

        for( 
int i 0target_counti++ )
        {
            
target target_list[i];

            if( 
type == )
            {
                
GetClientEyePosition(targetvPos);
                
GetClientEyeAngles(targetvAng);
                
direction vAng[1];

                
Handle hTrace TR_TraceRayFilterEx(vPosvAngMASK_SHOTRayType_InfiniteTraceFilter);

                if( 
TR_DidHit(hTrace) )
                {
                    
float vStart[3];
                    
TR_GetEndPosition(vStarthTrace);
                    
GetAngleVectors(vAngvAngNULL_VECTORNULL_VECTOR);
                    
vPos[0] = vStart[0] + vAng[0];
                    
vPos[1] = vStart[1] + vAng[1];
                    
vPos[2] = vStart[2] + vAng[2];
                    
ShowAirstrike(vPosdirection);
                    
ShowAirstrike(vPosdirection);
                    
ShowAirstrike(vPosdirection);
                    
PrintToServer("ShowAirstrikeA %d",target_count);
                }

                
delete hTrace;
            } else {
                
GetClientAbsOrigin(targetvPos);
                
GetClientEyeAngles(targetvAng);
                
ShowAirstrike(vPosvAng[1]);
                
ShowAirstrike(vPosvAng[1]);
                
ShowAirstrike(vPosvAng[1]);
                
PrintToServer("ShowAirstrikeB %d",target_count);
            }
        }
    }

    
// Specific position
    
else if( args == )
    {
        
char arg1[32];
        
float vPos[3];

        
GetCmdArg(1arg1sizeof(arg1));
        
vPos[0] = StringToFloat(arg1);
        
GetCmdArg(2arg1sizeof(arg1));
        
vPos[1] = StringToFloat(arg1);
        
GetCmdArg(3arg1sizeof(arg1));
        
vPos[2] = StringToFloat(arg1);

        
GetCmdArg(4arg1sizeof(arg1));
        
ShowAirstrike(vPosStringToFloat(arg1));
    }

    else
    {
        
ReplyToCommand(client"Usage: sm_strikes <#userid|name> <type: 1=Aim position. 2=On position> OR vector position <X> <Y> <Z> <angle>");
    }

    return 
Plugin_Handled;
}

public 
int MainMenuHandler(Menu menuMenuAction actionint clientint index)
{
    if( 
action == MenuAction_End )
    {
        
delete menu;
    }
    else if( 
action == MenuAction_Select )
    {
        if( 
index == )
        {
            
float vPos[3], vAng[3], direction;
            
GetClientEyePosition(clientvPos);
            
GetClientEyeAngles(clientvAng);
            
direction vAng[1];

            
Handle trace TR_TraceRayFilterEx(vPosvAngMASK_SHOTRayType_InfiniteTraceFilter);

            if( 
TR_DidHit(trace) )
            {
                
float vStart[3];
                
TR_GetEndPosition(vStarttrace);
                
GetAngleVectors(vAngvAngNULL_VECTORNULL_VECTOR);
                
vPos[0] = vStart[0] + vAng[0];
                
vPos[1] = vStart[1] + vAng[1];
                
vPos[2] = vStart[2] + vAng[2];
                
ShowAirstrike(vPosdirection);
                
ShowAirstrike(vPosdirection);
                
ShowAirstrike(vPosdirection);
            }

            
delete trace;
            
ShowMenuMain(client);
        }
        else if( 
index == )
        {
            
float vPos[3], vAng[3];
            
GetClientAbsOrigin(clientvPos);
            
GetClientEyeAngles(clientvAng);
            
ShowAirstrike(vPosvAng[1]);
            
ShowAirstrike(vPosvAng[1]);
            
ShowAirstrike(vPosvAng[1]);
            
ShowMenuMain(client);
        }
        else if( 
index == )
        {
            
FakeClientCommand(client"sm_strike_triggers");
        }
    }

I've repeated several ShowAirstrike, but the bombs go off in the air and they appear very high, very high even higher than normal

SORRY FOR MY BAD ENGLISH!!!

Last edited by King_OXO; 07-23-2021 at 10:33.
King_OXO is offline
Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 07-23-2021 , 10:44   Re: [L4D2] F-18 Airstrike (1.7) [18-Sep-2020]
Reply With Quote #70

Well from the menu I think it's pointless repeating ShowAirstrike(), just press the button several times. Otherwise do what I mention here:

As for Prototype Grenades, you would have to modify the vPos[0] and vPos[1] for each call and add a random float +- 100.0 so they don't collide with each other.
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