Raised This Month: $51 Target: $400
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View Poll Results: Which of the following would you like implemented?
Boomer: Bile Feet (increased movement speed) 2 40.00%
Charger: Broken Ribs (post pummel damage) 3 60.00%
Charger: Snapped Leg (slowed down if hit during charge) 3 60.00%
Jockey: Bacterial Infection (post ride damage) 2 40.00%
Smoker: Collapsed Lung (post strangle damage) 2 40.00%
Witch: Death causes panic event 4 80.00%
Witch: Anger causes her to summon a mob 2 40.00%
Spitter: Supergirl (temp invincibility after spitting) 3 60.00%
Multiple Choice Poll. Voters: 5. You may not vote on this poll

[L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)


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DeathChaos25
Senior Member
Join Date: Jan 2014
Location: Puerto Rico
Old 01-24-2014 , 19:33   Re: [L4D2] Vicious Infected V-1.82 (Updated: 1/18/14)
Reply With Quote #171

Quote:
Originally Posted by Mortiegama View Post
I was sloppy with my calls. I called ValidClient which part of it includes IsPlayerAlive. In transitions I believe you get marked as dead so it wasn't resetting that and simply let it continue. I tested it and haven't seen the problem resurface.
Well, the bug is no longer there, now we no longer loose health after a transition!
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Dscheng
Member
Join Date: Sep 2013
Old 02-05-2014 , 22:33   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #172

L 02/06/2014 - 11:22:55: [SM] Native "CloseHandle" reported: Handle 25db0456 is invalid (error 3)
L 02/06/2014 - 11:22:55: [SM] Displaying call stack trace for plugin "L4D2 Vicious Infected.smx":
L 02/06/2014 - 11:22:55: [SM] [0] Line 1959, /home/groups/alliedmodders/forums/files/7/0/1/7/8/129587.attach::Reset_Timers()
L 02/06/2014 - 11:22:55: [SM] [1] Line 2135, /home/groups/alliedmodders/forums/files/7/0/1/7/8/129587.attach::OnMapEnd()

Arrr.. 20/jan got the latest update. no wonder I keep having error, all the SI like god mode.
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Dscheng
Member
Join Date: Sep 2013
Old 02-06-2014 , 01:07   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #173

L 02/06/2014 - 14:01:07: [SM] Native "KillTimer" reported: Invalid timer handle 3c1d0485 (error 1)
L 02/06/2014 - 14:01:07: [SM] Displaying call stack trace for plugin "L4D2 Vicious Infected.smx":
L 02/06/2014 - 14:01:07: [SM] [0] Line 1103, /home/groups/alliedmodders/forums/files/7/0/1/7/8/129726.attach::Event_ChargerCarryEnd()

Hi Mortia,

I still getting the same error. Invalid timer. Please hellppppp ~!!
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Dscheng
Member
Join Date: Sep 2013
Old 02-08-2014 , 12:03   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #174

Hi Mortia,

Found out the bug for my plugins and not causes by your plugins. But your plugins still displaying the timer problem.

Other that that, your plugins is good ~!!
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 02-08-2014 , 23:08   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #175

Quote:
Originally Posted by Dscheng View Post
Hi Mortia,

Found out the bug for my plugins and not causes by your plugins. But your plugins still displaying the timer problem.

Other that that, your plugins is good ~!!
I'm aware that there is a problem with the Charger timer there. I've working on a new version of this plugin and I've removed that entire section. So it won't be a problem soon. Just an occasional error until I get the new version up.
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psycki
BANNED
Join Date: Aug 2013
Location: https://t.me/pump_upp
Old 02-14-2014 , 18:50   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #176

bro, my congratulations you are doing a great job, as this gathering various functions of other plugins that I love and that are already outdated.
again my congratulations for all your work on these plugins
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gajo0650
Member
Join Date: Apr 2012
Old 03-11-2014 , 22:19   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #177

error log attached.
fix pls.

PHP Code:
L 03/11/2014 14:51:30: [SMNative "SetEntProp" reportedEntity 9 (9is invalid
L 03
/11/2014 14:51:30: [SMDisplaying call stack trace for plugin "l4d2_vicious_infected.smx":
L 03/11/2014 14:51:30: [SM]   [0]  Line 1770l4d2_vicious_infected.sp::Timer_RoidRage()

L 03/11/2014 14:55:17: [SMNative "KillTimer" reportedInvalid timer handle ecec117e (error 1)
L 03/11/2014 14:55:17: [SMDisplaying call stack trace for plugin "l4d2_vicious_infected.smx":
L 03/11/2014 14:55:17: [SM]   [0]  Line 1968l4d2_vicious_infected.sp::Reset_Timers()
L 03/11/2014 14:55:17: [SM]   [1]  Line 2023l4d2_vicious_infected.sp::Event_PlayerTeam()

L 03/11/2014 14:56:00: [SMNative "KillTimer" reportedInvalid timer handle e9210fe1 (error 3)
L 03/11/2014 14:56:00: [SMDisplaying call stack trace for plugin "l4d2_vicious_infected.smx":
L 03/11/2014 14:56:00: [SM]   [0]  Line 1968l4d2_vicious_infected.sp::Reset_Timers()
L 03/11/2014 14:56:00: [SM]   [1]  Line 2023l4d2_vicious_infected.sp::Event_PlayerTeam() 
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Neevar
Senior Member
Join Date: Mar 2014
Old 10-08-2014 , 08:08   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #178

can someone fix all the timer handle problems?
within 1 day, the logs can get up to 2mb

this is a really good plugin to which the author promised for an update and went missing.

someone please take over and not let this plugin dieeeeeeeeee!

Last edited by Neevar; 10-08-2014 at 08:08.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 05-20-2016 , 04:03   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #179

Woah, I've never noticed until now that this plugin gives a huge load of error logs. No worries, I've got your backs covered.

TWEAKS:
  • Optimized coding. Original was really cluttered and messy.
  • Fixed timer handle error logs because the author forgot to add Plugin_Stop when executing timers or Plugin_Continue when executing repeating ones.
  • Removed some abilities especially Ghost Stalker because it causes game/server crash after 4-5 attempts and others that produce massive error logs. No longer requires gamedata file.
  • Notifications now have colors when being printed to chat.
  • Hooked some events such as round_start, map_transition, finale_win, and mission_lost to reset all stuff and hopefully prevent issues like taking damage from no one.
  • Now sub-convars, like vi-l4d2_bilefeet, will no longer be enabled even if they are set to 1 if their main convars, such as vi-l4d2_boomer, are set to 0. Example:
    PHP Code:
    "vi-l4d2_witch" "0"
    "vi-l4d2_moodswing" "1" 
    ---------\ these two will be kept disabled because the main convar
    "vi-l4d2_supportgroup" "1"--------/ is disabled in above

EDIT: Reuploaded again.
Attached Files
File Type: sp Get Plugin or Get Source (vi-l4d2.sp - 882 views - 56.4 KB)

Last edited by cravenge; 05-31-2016 at 01:01.
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MasterMind420
BANNED
Join Date: Nov 2010
Old 05-20-2016 , 16:51   Re: [L4D2] Vicious Infected V-1.83 (Updated: 1/20/14)
Reply With Quote #180

You beat me to it, lol...good job, 2 issues though. 1. Being a newcomer to vicious infected could be a problem description wise, the original config was more descriptive so people could easily identify what each setting does. 2. This has been an ongoing issue for me and this plugin, even with the original or your version, when I have vicious infected installed, gear transfers notifications become active, even though i've disabled them, removing vicious infected solves the problem. So that tells me although there are no errors, there could still be an underlying problem. Not sure why it happens but maybe someone can figure it out. Still a great job cravenge, but the potential for some instability in the plugin still exists. Maybe over the weekend if I have time i'll try and troubleshoot it.
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