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[L4D & L4D2] No Friendly-fire (v6.5, 06-21-2018)


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Author
Crasher_3637
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Join Date: May 2012
Plugin ID:
5909
Plugin Version:
6.5
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Disables friendly fire.
    Old 11-12-2017 , 04:32   [L4D & L4D2] No Friendly-fire (v6.5, 06-21-2018)
    Reply With Quote #1

    Introduction

    I've had this plugin for a few months now. I figured I'd just share it with you guys since most (if not all) of the friendly fire plugins I see for L4D and L4D2 either don't (fully) work anymore or don't do what they were originally meant to do.

    The README on GitHub contains all the information you need to know about No Friendly-Fire. If there's something that hasn't been addressed that you're concerned about, feel free to ask on this thread.

    View the CHANGELOG.

    GitHub Repository (Always up-to-date)

    Thread's current version: v6.5
    GitHub repository's current version: v6.5
    Attached Files
    File Type: sp Get Plugin or Get Source (no_friendly-fire.sp - 426 views - 4.6 KB)
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    Last edited by Crasher_3637; 06-21-2018 at 09:18. Reason: Updated to v6.5
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    Lux
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    Old 11-12-2017 , 04:53   Re: [L4D & L4D2] No Friendly Fire
    Reply With Quote #2

    I see an issue from reading the code.
    Mastermind did the same thing as you forget about people throwing a molotov and changing team or leaving the server will cause damage to people.

    You should consider saving an entity reference of the fire and check it to stop that from happening
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    Old 11-12-2017 , 14:02   Re: [L4D & L4D2] No Friendly Fire
    Reply With Quote #3

    Quote:
    Originally Posted by Lux View Post
    I see an issue from reading the code.
    Mastermind did the same thing as you forget about people throwing a molotov and changing team or leaving the server will cause damage to people.

    You should consider saving an entity reference of the fire and check it to stop that from happening
    How would I go about doing that? I read the wiki but I'm not exactly sure how to integrate it into the plugin.

    Also thanks for the information!
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    Old 11-24-2017 , 21:45   Re: [L4D & L4D2] No Friendly Fire
    Reply With Quote #4

    Quote:
    Originally Posted by cravenge View Post
    Here, Crasher. I added a check for explosive barrels and for players who disconnect or changes team but I'm not sure if it's accurate. Just post feedback/bugs as I can't test it right now.
    When it comes to damaging other survivors, everything works. When it comes to damaging infected, they seem to be invincible and I get the errors in the attached log file.

    The errors have to do with line 40:
    PHP Code:
            if ((IsSurvivor(victim) && IsSurvivor(attacker)) || (attacker != && (!IsClientInGame(attacker) || GetClientTeam(attacker) != GetClientTeam(victim)))) 


    EDIT: I was able to figure out how I was getting those errors as well as how to fix them.

    I changed line 40 to:
    PHP Code:
            if((IsSurvivor(victim) && IsSurvivor(attacker)) || (attacker != && (!IsClientInGame(attacker) || (IsInfected(attacker) || IsSpectator(attacker))))) 
    I also changed line 51 from:
    PHP Code:
            if (!pFFBarrel.BoolValue && StrContains(sInflictorClass"prop_fuel_barrel"false) != -&& (IsSurvivor(attacker) || (attacker != && (!IsClientInGame(attacker) || GetClientTeam(attacker) != GetClientTeam(victim))))) 
    to this:
    PHP Code:
            if(!pFFBarrel.BoolValue && StrContains(sInflictorClass"prop_fuel_barrel"false) > && (IsSurvivor(attacker) || (attacker != && (!IsClientInGame(attacker) || (IsInfected(attacker) || IsSpectator(attacker)))))) 
    However, this still generated errors when I turned on 1 of the cvars. I found out that turning on the explosive barrels cvar would not work or would give errors if the other 2 cvars were off. The same thing happened when setting l4d_friendlyfire_fire to 1 while l4d_friendlyfire was 0.

    To solve this issue, I simply hooked all 3 checks to just 1 cvar since it seems that all 3 need each other to function properly. This now gives the whole "disable firendly fire completely" feeling.

    TL;DR:
    Your version:
    1. SI are invincible.
    2. Errors in the logs.
    3. Explosive barrels do not recognize bots and the check does not work properly.

    Your version with my revisions:
    1. SI are killable.
    2. No errors in the logs.
    3. Explosive barrels now detect bots and the check works properly.


    You can see exactly what I did once I update the source code in the main post.
    Attached Files
    File Type: log errors_20171124.log (52.6 KB, 137 views)
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    Last edited by Crasher_3637; 11-25-2017 at 18:41.
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    Old 11-25-2017 , 05:54   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #5

    Version 2.0 is out!

    Changes

    1. Implemented cravenge's entity reference check and explosive barrel check.
    2. Removed cvar l4d_friendlyfire_fire.
    3. Hid cvar l4d_friendlyfire_version and renamed it to l4d_nff_version.
    4. Renamed cvar l4d_friendlyfire to l4d_nff.
    5. Fire from explosive barrels no longer damage players (but the explosion still does).
    6. Molotovs thrown by players that then switch teams or disconnect no longer do damage.

    Please redownload the plugin from the first post and delete your l4d_nofriendlyfire.cfg file!
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    Last edited by Crasher_3637; 11-25-2017 at 05:55.
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    Old 11-25-2017 , 16:01   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #6

    Quote:
    Originally Posted by cravenge View Post
    Okay, Crasher. Seen your changes and d(^_^)b. Here I played with some stuff for the explosive barrel explosion, optimized your code changes, and a check for the convar in case it changes so players won't notice something strange like enabling it and finding out the plugin doesn't work unless they vote for a campaign restart.

    Please test it.
    The plugin cannot compile because "HookSingleEntityOutput" and "UnhookSingleEntityOutput" are not defined.
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    Old 11-25-2017 , 21:41   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #7

    Whoops, my bad! Here you go, I forgot including SDKTools before posting.
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d_nofriendlyfire.sp - 280 views - 4.0 KB)

    Last edited by cravenge; 11-25-2017 at 21:42.
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    Old 11-25-2017 , 21:43   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #8

    Quote:
    Originally Posted by cravenge View Post
    Whoops, my bad! Here you go, I forgot including SDKTools before posting.
    Okay it compiled. I'll test it out tonight. Thanks man!
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    Old 11-25-2017 , 22:15   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #9

    Quote:
    Originally Posted by cravenge View Post
    Whoops, my bad! Here you go, I forgot including SDKTools before posting.
    Here's what I've observed (keep in mind that I tested this on a local server with bots).

    1. When the difficulty is set to Normal and l4d_nff is set to 0.
    - Bots still take damage.
    - My character doesn't take damage.
    - Logs are filled with errors about invalid client indices.

    2. When the difficulty is set to Advanced or Expert and l4d_nff is set to 0.
    - Bots still take damage.
    - My character takes damage.
    - Logs are filled with errors about invalid client indices.

    3. When the difficulty is set to Normal and l4d_nff is set to 1.
    - Bots take damage.
    - My character doesn't take damage.
    - No log errors.

    4. When the difficulty is set to Advanced or Expert and l4d_nff is set to 1.
    - Bots take damage.
    - My character takes damage.
    - No log errors.
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    Last edited by Crasher_3637; 11-25-2017 at 22:47.
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    Lux
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    Old 11-25-2017 , 23:59   Re: [L4D & L4D2] No Friendly Fire (v2.0, 11-25-2017)
    Reply With Quote #10

    I use these cvars on my server to disable friendly fire, it's a simple way for all survivors not to kill each other.

    Thought i would share

    PHP Code:
    #include <sourcemod>
    #include <sdktools>

    public Plugin:myinfo =
    {
        
    name "RemoveFF",
        
    author "Lux",
        
    description "",
        
    version "",
        
    url ""
    };

    public 
    OnPluginStart()
    {
        
    HookEvent("round_start"RoundStart);
        
    HookEvent("round_end"RoundStart);
    }

    public 
    Action:RoundStart(Handle:event, const String:name[], bool:dontBroadcast
    {
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_easy"), "0");
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_expert"), "0");
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_hard"), "0");
        
    SetConVarString(FindConVar("survivor_friendly_fire_factor_normal"), "0");
        
    SetConVarString(FindConVar("grenadelauncher_ff_scale"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_easy"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_normal"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_hard"), "0");
        
    SetConVarString(FindConVar("survivor_burn_factor_expert"), "0");

    Note the cvars stop self damage from explosive ammo too
    Attached Files
    File Type: sp Get Plugin or Get Source (removeFF.sp - 299 views - 988 Bytes)
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    Last edited by Lux; 11-26-2017 at 00:04.
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