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[L4D2] Throwable Melee Weapons (1.21) [05-Jul-2022]


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Sev
Veteran Member
Join Date: May 2010
Old 09-21-2021 , 17:15   Re: [L4D2] Throwable Melee Weapons (1.16) [19-Sep-2021]
Reply With Quote #41

L 09/21/2021 - 15:57:42: [SM] Exception reported: Property "m_strMapSetScriptName" not found (entity 0/worldspawn)
L 09/21/2021 - 15:57:42: [SM] Blaming: l4d2_throwable_melee.smx
L 09/21/2021 - 15:57:42: [SM] Call stack trace:
L 09/21/2021 - 15:57:42: [SM] [0] GetEntPropString
L 09/21/2021 - 15:57:42: [SM] [1] Line 738, /home/forums/content/files/8/5/7/7/8/191448.attach::CreateMeleeEntity
L 09/21/2021 - 15:57:42: [SM] [2] Line 718, /home/forums/content/files/8/5/7/7/8/191448.attach::TimerThrowMelee
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-21-2021 , 17:32   Re: [L4D2] Throwable Melee Weapons (1.17) [21-Sep-2021]
Reply With Quote #42

Code:
1.17 (21-Sep-2021)
    - Fixed errors. Thanks to "Sev" for reporting.
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swiftswing1
Member
Join Date: Oct 2020
Old 10-29-2021 , 09:46   Re: [L4D2] Throwable Melee Weapons (1.17) [21-Sep-2021]
Reply With Quote #43

hi Silvers,
i've recently come across an odd bug with this plugin. seems to only happen with an empty viewmodel:
  • if you only have a melee weapon in your inventory left and throw it, your screen can get a slight but noticeable tilt.
  • additionally, if you pick up the same type of melee weapon after throwing it, a complete 90 degree tilt can occur.
  • seems to only occur with some melee weapons - a friend and i would get different results for different melee weapons, so i think custom animations play a part (since we both use workshop mods).
  • can also occur with your Extinguisher plugin with the 'l4d_extinguisher_view' (show extinguisher but hide weapon) cvar set to "1".

it's probably unlikely to encounter this issue during normal gameplay. also picking up or (auto)switching to another item/weapon pretty much fixes the issue.
warning: the tilt (at least the 90 degree one) can actually be quite jarring - i found myself a little dizzy after some testing, so be careful if trying to replicate:

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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-01-2021 , 11:22   Re: [L4D2] Throwable Melee Weapons (1.18) [01-Nov-2021]
Reply With Quote #44

Code:
1.18 (01-Nov-2021)
    - Added cvar "l4d2_throwable_view" to enable/disable the throw animation in first person view that causes screen tilt bug.
    - Blocked throwing melee weapons if they that was their only held weapon/item. Thanks to "swiftswing1" for reporting.
    - Blocked throwing melee weapons if pinned or incapacitated.
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Shao
Senior Member
Join Date: Jan 2015
Old 01-06-2022 , 03:18   Re: [L4D2] Throwable Melee Weapons (1.18) [01-Nov-2021]
Reply With Quote #45

Damage seems to be uniform across all weapons, thoughts on applying their appropriate types? It came to my attention when a player wanted to throw a blunt melee towards a shield tank which can break their shield failed, in my observation of the plugin at least it seems to purely be damage with no regards to it.

Part of me wonders if allowing such could add to other situations such as cutting a smoker's tongue from someone via a sharp weapon.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-06-2022 , 04:19   Re: [L4D2] Throwable Melee Weapons (1.18) [01-Nov-2021]
Reply With Quote #46

Quote:
Originally Posted by Shao View Post
Damage seems to be uniform across all weapons, thoughts on applying their appropriate types? It came to my attention when a player wanted to throw a blunt melee towards a shield tank which can break their shield failed, in my observation of the plugin at least it seems to purely be damage with no regards to it.

Part of me wonders if allowing such could add to other situations such as cutting a smoker's tongue from someone via a sharp weapon.
There's a config for weapon damage. You used that?
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Shao
Senior Member
Join Date: Jan 2015
Old 01-06-2022 , 05:44   Re: [L4D2] Throwable Melee Weapons (1.18) [01-Nov-2021]
Reply With Quote #47

Quote:
Originally Posted by Silvers View Post
There's a config for weapon damage. You used that?
Way to go me, I meant that the damage "type" is uniform. As in, Axe or Baseball Bat have the same properties like, one is Slashing while the other is Crushing however both are considered to just do neutral damage without consideration of their weapon types. Damage numbers CFG does work as intended though, not what I meant to bring up.

Last edited by Shao; 01-06-2022 at 05:45.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-06-2022 , 06:08   Re: [L4D2] Throwable Melee Weapons (1.18) [01-Nov-2021]
Reply With Quote #48

Ahh good point thanks, will fix when I get a moment.

Edit: done
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Last edited by Silvers; 01-06-2022 at 06:20.
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NoroHime
Veteran Member
Join Date: Aug 2016
Location: bed
Old 01-06-2022 , 14:20   Re: [L4D2] Throwable Melee Weapons (1.19) [06-Jan-2022]
Reply With Quote #49

not damage?it workd but i throwing it then return back,common infected and special infected looks not be hitted,i tried many melee and same not damage
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Last edited by NoroHime; 01-06-2022 at 14:20.
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Shao
Senior Member
Join Date: Jan 2015
Old 01-06-2022 , 14:21   Re: [L4D2] Throwable Melee Weapons (1.19) [06-Jan-2022]
Reply With Quote #50

Quote:
Originally Posted by NoroHime View Post
not damage?it workd but i throwing it then return back,common infected and special infected looks not be hitted,i tried many melee and same not damage
Do share both the sourcemod and data cfg, could be something wrong there.
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