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[L4D & L4D2] Extinguisher & Flamethrower (1.23) [25-May-2023]


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ozzil45
Junior Member
Join Date: Mar 2022
Old 03-01-2022 , 06:43   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.18) [19-Oct-2021]
Reply With Quote #71

is there a way to make a grenade launcher weapon as a flamethrower without taking the extinguisher ?
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 03-01-2022 , 08:06   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.18) [19-Oct-2021]
Reply With Quote #72

Quote:
Originally Posted by ozzil45 View Post
is there a way to make a grenade launcher weapon as a flamethrower without taking the extinguisher ?
Way too much effort to convert this plugin. You can set the grenade launcher as the only weapon that can equip the extinguisher. See the plugin cvars.
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Last edited by Silvers; 03-01-2022 at 08:07.
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pan0s
Senior Member
Join Date: Nov 2017
Old 03-18-2022 , 16:24   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.19) [01-Mar-2022]
Reply With Quote #73

I am not sure that is a bug?
The model is on my head randomly, and it must change the character model to put it back to the hand.
However, the function works perfectly, just the model position is wrong.
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Silvers
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Join Date: Aug 2010
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Old 03-19-2022 , 16:02   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.19) [01-Mar-2022]
Reply With Quote #74

Quote:
Originally Posted by pan0s View Post
I am not sure that is a bug?
The model is on my head randomly, and it must change the character model to put it back to the hand.
However, the function works perfectly, just the model position is wrong.
Attachment 194307
Maybe you need:

Quote:
  1. Optional: Install the Attachment_API plugin to fix attachment positions breaking on model change.
or its the 3rd party models which are missing specific attachment points being used by the plugin.
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Mr. Man
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Join Date: Mar 2011
Location: Huh?
Old 12-07-2022 , 23:08   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.21) [20-Jun-2022]
Reply With Quote #75

Got this error today:


Code:
L 12/07/2022 - 21:51:57: [SM] Exception reported: Property "m_hLastAttacker" not found (entity 514/prop_physics)
L 12/07/2022 - 21:51:57: [SM] Blaming: L4D2_extinguisher.smx
L 12/07/2022 - 21:51:57: [SM] Call stack trace:
L 12/07/2022 - 21:51:57: [SM]   [0] SetEntPropEnt
L 12/07/2022 - 21:51:57: [SM]   [1] Line 2306, C:\Servers\L4D2\left4dead2\addons\sourcemod\scripting\l4d_extinguisher.sp::TraceAttack
L 12/07/2022 - 21:51:57: [SM]   [2] Line 2210, C:\Servers\L4D2\left4dead2\addons\sourcemod\scripting\l4d_extinguisher.sp::TimerTrace
L 12/07/2022 - 21:51:57: [SM] Exception reported: Property "m_hLastAttacker" not found (entity 514/prop_physics)
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Silvers
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Old 12-08-2022 , 13:51   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.21) [20-Jun-2022]
Reply With Quote #76

Quote:
Originally Posted by Mr. Man View Post
Got this error today:
Another plugin is changing an existing entity from it's original classname to "prop_physics" which is causing this error. That plugin should be fixed to change it to something else instead of band-aiding the fix on this (other plugins would be affected by the incorrect classname too). I did this in maybe one or a few plugins before changing the classname to something else to avoid this sort of issue. I don't remember which exactly, maybe "Anomaly" and "Bots Ignore PipeBombs and Shoot". If you use either of those update them if they're old.
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Mr. Man
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Old 12-08-2022 , 13:56   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.21) [20-Jun-2022]
Reply With Quote #77

Quote:
Originally Posted by Silvers View Post
Another plugin is changing an existing entity from it's original classname to "prop_physics" which is causing this error. That plugin should be fixed to change it to something else instead of band-aiding the fix on this (other plugins would be affected by the incorrect classname too). I did this in maybe one or a few plugins before changing the classname to something else to avoid this sort of issue. I don't remember which exactly, maybe "Anomaly" and "Bots Ignore PipeBombs and Shoot". If you use either of those update them if they're old.

Thanks, most likely the bots ignore pipebomb plugin since it's present.
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swiftswing1
Member
Join Date: Oct 2020
Old 03-13-2023 , 08:52   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.21) [20-Jun-2022]
Reply With Quote #78

hi Silvers. i'm here to report a few bugs i've come across:


1. if "l4d_extinguisher_incap" = "0", you can still shoot extinguisher when downed.
2. if "l4d_extinguisher_incap" = "1", if extinguisher is equipped in primary slot when you go down, extinguisher moves to secondary slot for some reason. when revived, extinguisher is equipped back to primary again.
3. if "l4d_extinguisher_spray" = "7", extinguishing spitter acid doesn't always work. sometimes it does, sometimes it doesn't. can't pinpoint why. though, i've noticed that you cannot extinguish spitter acid if spitter is still alive - not sure if that's by design but maybe has something to do with that?

here's my cvars and plugin list, just in case:

PHP Code:
// This file was auto-generated by SourceMod (v1.10.0.6502)
// ConVars for plugin "l4d_extinguisher.smx"


// 0=Plugin off, 1=Plugin on.
// -
// Default: "1"
l4d_extinguisher_allow "1"

// 0=No break, 1=Valve default breaks when damaged, 2=Breaks and cannot be used, 3=Same as 2 but special infected can't break.
// -
// Default: "0"
l4d_extinguisher_break "0"

// Players must have the l4d_extinguisher_weapon to equip and use Extinguishers.
// -
// Default: "0"
l4d_extinguisher_check "0"

// 0=Off. Otherwise all Extinguisher functions in one. Sets the Extinguisher glow color. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue.
// -
// Default: "255 255 255"
l4d_extinguisher_combo "0"

// How much damage the Extinguisher does per touch when fired. Triggered according to frequency cvar.
// -
// Default: "1"
l4d_extinguisher_damage "1"

// Flamethrower particles and glow. 0=Flame type A, 1=Flame type B, 2=Type A + Light, 3=Type B + Light.
// -
// Default: "2"
l4d_extinguisher_flame "2"

// How often the damage trace fires, igniting entities etc.
// -
// Default: "0.1"
l4d_extinguisher_frequency "0.1"

// 0=Off, 1=Friendly fire, allow survivors to hurt each other, 2=Only hurt survivors from the Blast type.
// -
// Default: "1"
l4d_extinguisher_friendly "1"

// 0=Infinite, How much fuel each Extinguisher has. Consumption is based on how often the PreThink fires.
// -
// Default: "1000"
l4d_extinguisher_fuel "1500"

// 0=Glow Off. Any other value sets the range at which extinguishers glow.
// -
// Default: "150"
l4d_extinguisher_glow "69"

// 0=Valve default. Any other value sets glow color for blast pushback.
// -
// Default: "255 255 0"
l4d_extinguisher_glow_blast "255 255 0"

// 0=Valve default. Any other value sets glow color for extinguishers.
// -
// Default: "0 255 0"
l4d_extinguisher_glow_extin "0 255 0"

// 0=Valve default. Any other value sets glow color for flamethrowers.
// -
// Default: "255 0 0"
l4d_extinguisher_glow_flame "255 0 0"

// 0=Valve default. Any other value sets glow color for freezer sprays.
// -
// Default: "0 150 255"
l4d_extinguisher_glow_spray "0 150 255"

// 0=Off, How many pre-existing extinguishers on maps can this plugin cater for.
// -
// Default: "32"
l4d_extinguisher_grab "32"

// 0=Off, 1=Display hints from translation file, 2=Not when Broken, 3=Not when Refueled, 4=Not when Broken or Refueled.
// -
// Default: "1"
l4d_extinguisher_hint "3"

// 0=Off, 1=Allow the Extinguisher to be used when incapacitated.
// -
// Default: "1"
l4d_extinguisher_incap "0"

// Maximum number of players allowed to have the Extinguisher at once.
// -
// Default: "0"
l4d_extinguisher_max "0"

// Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).
// -
// Default: ""
l4d_extinguisher_modes ""

// Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).
// -
// Default: ""
l4d_extinguisher_modes_off ""

// Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.
// -
// Default: "0"
l4d_extinguisher_modes_tog "0"

// When hit by the blast type, push players/infected by this much force.
// -
// Default: "400"
l4d_extinguisher_push "500"

// 0=Infinite, How much fuel to take away when using the blast pushback type.
// -
// Default: "25"
l4d_extinguisher_push_fuel "25"

// How long after using the blast pushback type before it can be used again.
// -
// Default: "0.5"
l4d_extinguisher_push_time "0.5"

// 0=Off, -1=All, any other value sets how many randomly auto spawn from the config.
// -
// Default: "1"
l4d_extinguisher_random "-1"

// How far the Extinguisher can affect entities.
// -
// Default: "150"
l4d_extinguisher_range "150"

// 0=Off, 1=Remove extinguishers after being broken, 2=Remove when out of fuel, 3=Remove when broken or out of fuel.
// -
// Default: "0"
l4d_extinguisher_remove "0"

// What can be extinguished with the Extinguisher type? 1=Molotovs/Barrels, 2=Firework Explosions, 4=Spitter Acid, 7=All.
// -
// Default: "7"
l4d_extinguisher_spray "7"

// How long players have to shoot the Extinguisher type when standing in a fire before it can be removed.
// -
// Default: "8"
l4d_extinguisher_time "8"

// How long does it take to pick up extinguishers.
// -
// Default: "1.0"
l4d_extinguisher_timed "1"

// How long after using the Extinguisher till you can use it again.
// -
// Default: "0.2"
l4d_extinguisher_timeout "0.2"

// Which types are allowed: 1=Extinguisher, 2=Flamethrower, 4=Freezer spray, 8=Blast, 15=All.
// -
// Default: "15"
l4d_extinguisher_type "11"

// When clients hold the Extinguisher: 0=Show it, 1=Show it and hide their weapon, 2=Show their weapon and hide Extinguisher, 3=Same as 2 but others can see the Extinguisher.
// -
// Default: "1"
l4d_extinguisher_view "1"

// Remove the boomer vomit effect from players on the first spray. 0=Off, 1=Extinguisher, 2=Flamethrower, 4=Blast type, 7=All.
// -
// Default: "5"
l4d_extinguisher_vomit "1"

// ""=All (must set l4d_extinguisher_check to 0). Weapon entity name to replace and use for the Extinguisher.
// -
// Default: ""
l4d_extinguisher_weapon "" 
PHP Code:
[SMListing 22 plugins:
  
01 "Admin File Reader" (1.10.0.6502by AlliedModders LLC
  02 
"Admin Help" (1.10.0.6502by AlliedModders LLC
  03 
"Admin Menu" (1.10.0.6502by AlliedModders LLC
  04 
"Anti-Flood" (1.10.0.6502by AlliedModders LLC
  05 
"Basic Ban Commands" (1.10.0.6502by AlliedModders LLC
  06 
"Basic Chat" (1.10.0.6502by AlliedModders LLC
  07 
"Basic Comm Control" (1.10.0.6502by AlliedModders LLC
  08 
"Basic Commands" (1.10.0.6502by AlliedModders LLC
  09 
"Basic Info Triggers" (1.10.0.6502by AlliedModders LLC
  10 
"Basic Votes" (1.10.0.6502by AlliedModders LLC
  11 
"Client Preferences" (1.10.0.6502by AlliedModders LLC
  12 
"Fun Commands" (1.10.0.6502by AlliedModders LLC
  13 
"Fun Votes" (1.10.0.6502by AlliedModders LLC
  14 
"[L4D2] Scavenge Score Fix - Gascan Pouring" (2.5by SilverShot
  15 
"[L4D & L4D2] Extinguisher and Flamethrower" (1.21by SilverShot
  16 
"[L4D & L4D2] Incapped Weapons Patch" (1.28by SilverShot
  17 
"[L4D & L4D2] Reload Fix - Max Clip Size" (1.3aby SilverShot
  18 
"[L4D & L4D2] Use Priority Patch" (2.5by SilverShot
  19 
"[L4D & L4D2] Left 4 DHooks Direct" (1.128by SilverShot
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"Player Commands" (1.10.0.6502by AlliedModders LLC
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"Reserved Slots" (1.10.0.6502by AlliedModders LLC
  22 
"Sound Commands" (1.10.0.6502by AlliedModders LLC 
thank you.

EDIT: also found that you can't use extinguisher if someone is healing you with medkit. is it possible to correct this?

Last edited by swiftswing1; 03-13-2023 at 08:54.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 03-31-2023 , 15:16   Re: [L4D & L4D2] Extinguisher & Flamethrower (1.22) [31-Mar-2023]
Reply With Quote #79

Code:
1.22 (31-Mar-2023)
    - Changed the method for detecting nearby fires to be accurate and not within a certain range. Fixes fires not extinguishing when they spread out.
    - Changed cvar "l4d_extinguisher_incap" adding option "2" supporting the "Incapped Weapons" plugin.
    - Fixed not being able to use the extinguisher when someone is healing you.
    - Fixed the weapon showing after crawling while incapped and holding an Extinguisher.
    - Thanks to "swiftswing1" for the bug reports and testing.
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