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Decoy Grenade (1.0.4 - 05.01.2014)


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PoLiCe
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Join Date: Apr 2013
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Old 01-04-2014 , 08:16   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #11

Great Job, i was waiting for something like this. Awesome
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Kia
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Old 01-04-2014 , 08:42   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #12

Quote:
Originally Posted by PoLiCe View Post
Great Job, i was waiting for something like this. Awesome
Thanks.
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ConnorMcLeod
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Old 01-04-2014 , 09:38   Re: Decoy Grenade (1.0.0 - 04.01.2014)
Reply With Quote #13

Quote:
Originally Posted by Kia View Post
What other method do you suggest for detecting Smoke Explosion?
You don't get the point, PlaybackEvent can be called for a lot of things, you can't know if it is the smoke explosion or something else with the actual code.


Also, would be better to rename the array containing weapons types

As a suggestion, may be you could add an option to play random weapons sounds instead of the one player is holding, because decoy nades are not magic and can't know which weapon owner has
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Last edited by ConnorMcLeod; 01-04-2014 at 09:40.
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Kia
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Old 01-04-2014 , 09:40   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #14

Well, for that I only register the forward when a Smoke grenade was thrown and un-register it when I don't need it anymore.
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Flaming
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Location: India
Old 01-04-2014 , 12:15   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #15

First of all Kia, you make really awesome plugins!!!
And the second thing, are you really a human? :p

I can see a new plugin created by you everyday!


Keep up the good work...
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Kia
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Old 01-04-2014 , 12:23   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #16

Quote:
Originally Posted by Flaming View Post
First of all Kia, you make really awesome plugins!!!
Thanks.

Quote:
Originally Posted by Flaming View Post
And the second thing, are you really a human? :p
Sadly, yes.

Quote:
Originally Posted by Flaming View Post
I can see a new plugin created by you everyday!
Keep up the good work...
Thanks.
Prepare for Gabe'n'RUN.
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matsi
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Old 01-04-2014 , 14:49   Re: Decoy Grenade (1.0.0 - 04.01.2014)
Reply With Quote #17

Quote:
Originally Posted by ConnorMcLeod View Post
As a suggestion, may be you could add an option to play random weapons sounds instead of the one player is holding, because decoy nades are not magic and can't know which weapon owner has
I think thats how they work in CS:GO. I think its just made that way just to make them useful. There would be no point in buying a decoy that uses the sounds of weapons that players never buy.


EDIT: Didn't read the part about 'add option', sorry.
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Last edited by matsi; 01-04-2014 at 15:05.
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Kia
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Old 01-04-2014 , 15:03   AW: Re: Decoy Grenade (1.0.0 - 04.01.2014)
Reply With Quote #18

Quote:
Originally Posted by matsi View Post
I think thats how they work in CS:GO. I think its just made that way just to make them useful. There would be no point in buying a decoy that uses the sounds of weapons that players never buy.
Yep.
Decoys usually use the Magic Core from the Source Engine, but since this is GoldSrc I needed to use get_user_weapon().
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ConnorMcLeod
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Old 01-05-2014 , 05:42   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #19

Quote:
Originally Posted by Kia View Post
Well, for that I only register the forward when a Smoke grenade was thrown and un-register it when I don't need it anymore.
So, if someone is shooting between the launch and the explosion, your plugin thinks it is the nade explosion and execute its code, unless i have missed something.

You could cache precache_event() value at plugin_init and compare event index when it is fired, and you should also make sure the right nade entity index or owner index is passed.

A model would be nice, may be you could make a request in off topic forum.
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Last edited by ConnorMcLeod; 01-05-2014 at 05:43.
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Kia
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Old 01-05-2014 , 06:23   Re: Decoy Grenade (1.0.2 - 04.01.2014)
Reply With Quote #20

You mean
PHP Code:
iEventIDSmoke engfunc(EngFunc_PrecacheEvent1"events/createsmoke.sc"
and then in the Playback Event
PHP Code:
if(eventIndex == iEventIDSmoke
?
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