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[L4D & L4D2] God Frames Patch (1.5) [10-May-2020]


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HarryPotter
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Old 12-10-2019 , 09:19   Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Reply With Quote #11

@Silvers, I notice that your plugin does not work in l4d1 windows and linux when I tested

I did put gamedata
there is a cfg/sourcemod/l4d_god_frames.cfg created by plugin, but nothing works
no error logs, I didn't change any convars
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Last edited by HarryPotter; 12-10-2019 at 09:19.
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Spirit_12
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Old 01-12-2020 , 20:50   Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Reply With Quote #12

I like the fact that you added float ConVars. That would really help add a whole new dynamic to the game. Maybe some forwards would also be great for this sort of plugin to disable godframes on particular situations.
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Last edited by Spirit_12; 01-12-2020 at 20:51.
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Silvers
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Old 01-12-2020 , 21:37   Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Reply With Quote #13

Attached example plugin using the main plugins forward. Thanks to Lux for example idea: common damage on invulnerable incapped client.

Also these are the cvars common infected actually use for invulnerable timers:
PHP Code:
z_throttle_hit_interval_easy             0.5      : , "sv""cheat"  Minimum time between damaging a Survivor from a mob
z_throttle_hit_interval_expert           
1        : , "sv""cheat"  Minimum time between damaging a Survivor from a mob
z_throttle_hit_interval_hard             
0.5      : , "sv""cheat"  Minimum time between damaging a Survivor from a mob
z_throttle_hit_interval_normal           
0.33     : , "sv""cheat"  Minimum time between damaging a Survivor from a mob 
Attached Files
File Type: inc l4d_god_frames.inc (524 Bytes, 81 views)
File Type: sp Get Plugin or Get Source (l4d_god_frames_forward.sp - 69 views - 1.3 KB)
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Last edited by Silvers; 01-20-2020 at 23:51.
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paul92
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Join Date: Sep 2010
Old 01-18-2020 , 20:30   Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Reply With Quote #14

Thank you Silver. Will try out the new version and see how it goes. Will report back in the next days!
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HarryPotter
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Old 01-20-2020 , 04:57   Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Reply With Quote #15

still didn't work in l4d1,
PHP Code:
public Action OnTakeDamage(int clientint &attackerint &inflictorfloat &damageint &damagetype)
{
    
PrintToChatAll("here");
    if( 
g_bInvulnerable[client] )
    {
        
PrintToChatAll("here2"); //server never prints this line
    
....
    .... 
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Silvers
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Old 01-20-2020 , 23:50   Re: [L4D & L4D2] God Frames Patch (1.0) [01-Dec-2019]
Reply With Quote #16

Quote:
Originally Posted by fbef0102 View Post
still didn't work in l4d1
Thanks, fixed.

Code:
1.2 (21-Jan-2020)
    - Fixed L4D1 not using IsInvulnerable function in OnTakeDamage. Thanks to "fbef0102" for reporting.
    - Thanks to Lux for various help. L4D1 now reads and sets the IsInvulnerable timer directly.
    - L4D1 gamedata update required.
    - L4D2 gamedata update required if updating from 1.0.
Had a test with some cvars and they seem to be working so I removed the beta versions and pushed to the first post.
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HarryPotter
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Old 01-21-2020 , 10:49   Re: [L4D & L4D2] God Frames Patch (1.2) [21-Jan-2020]
Reply With Quote #17

finally it works in l4d1,
thanks, Silvers
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Silvers
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Old 02-05-2020 , 23:11   Re: [L4D & L4D2] God Frames Patch (1.3) [05-Feb-2020]
Reply With Quote #18

Code:
1.3 (05-Feb-2020)
    - Moved forward creation to the correct place. Was rushed for demonstration.
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kmah
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Join Date: Oct 2019
Old 01-22-2021 , 14:23   Re: [L4D & L4D2] God Frames Patch (1.5) [10-May-2020]
Reply With Quote #19

can someone tell me please what is this plugin for ? (l4d2_godframes_control)
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 01-22-2021 , 15:44   Re: [L4D & L4D2] God Frames Patch (1.5) [10-May-2020]
Reply With Quote #20

You need to understand what is god frame first.

God frame is a behaviour that cancels incoming damages for a while.
In an RPG it would be the spawn/teleport protection (for example).

Here is an example in L4D2 that I remember having this:
  • When a survivor is in a spit pool taking damage and then a smoker tongues him, the spit damage is cancelled for a while.

This is more noticeable in versus, cause sometimes 2 infecteds attacks the same survivor, but you can see that the damage doesn't count or was less than it should.
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Last edited by Marttt; 01-22-2021 at 15:45.
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