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[ZE] Molotov Lag

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I have noticed anytime multiple players throw Molotov's into a large enough group of players the server latency goes to shit... Depending on the map being played it can happen more often but in general I think its a major issue (there can be a 5-10 second delay before server processes something).

 

Can we possibly code our own Molotov / grenade plugin to replace this? I'm certain this could use less resources using some other method to slow the zombies.

 

 

Edit: Plugin is finished - [sM] GreNade Kick

 

 

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Edited by Wesker
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  Agent Wesker said:
Can we possibly code our own Molotov / grenade plugin to replace this? I'm certain this could use less resources using some other method to slow the zombies.

 

The issue is that there really isnt another method to do the same effect.

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  Pan32 said:
The issue is that there really isnt another method to do the same effect.

 

Can we edit the grenade boost plugin to automatically apply a 5 second stamina reduction to any zombies that are boosted?

 

One time application of stamina vs constant knockback for the duration of molotov?

 

Edit: Or rather than stamina set player speed to half until they reach the ground again

 

  Quote
grenadeboost.sp : This plugin makes HE grenades have vertical knockback only, sending zombies upwards when they’re hit by a grenade. It makes failnades happen less while still slowing zombies down but without causing a huge fps drop form the burning particle effects. Of course, Z:R grenade knockback is expected to be set to zero although low values for it might be interesting too.

 

Cvars:

 

zr_vertical_nade_kb [DEFAULT : 7.0 ] – Amount of vertical knockback to apply by multiplying it with the damage dealt when hurt by a grenade.

 

 

  Quote
inf_knockback_hook.sp : This plugin will let you have knockback coming from these inferno entities that push zombies outwards of the fire’s center. It will also let you decide whether you want them to push upwards or not (that is, have knockback as an sphere or as a circle/cylinder).

 

Cvars:

 

zr_inferno_novertical [DEFAULT : 1 ] – Whether to allow vertical knockback on inferno-based damage or not.

zr_inferno_knockscale [DEFAULT: 112.0 ] – Amount of knockback to apply on these inferno entities. Perhaps a bit high by default, so toy around with it.

Edited by Wesker
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  Agent Wesker said:
Can we edit the grenade boost plugin to automatically apply a 5 second stamina reduction to any zombies that are boosted?

 

One time application of stamina vs constant knockback for the duration of molotov?

 

Edit: Or rather than stamina set player speed to half until they reach the ground again

 

We used to use stamina penalty to repoduce old molotov grenades from css and it caused even more lag than the current inferno knockback ones.

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Here is the Molotov plugin:

 

 

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Here is the old napalm grenade plugin:

 

 

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And finally the grenade plugin that pushes zombies upward:

 

 

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The last one only processes one time, so theoretically if we change the players stamina in there and modify sv_staminarecoveryrate to a low value the plugin does very little impact...?

Edited by Wesker
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  Agent Wesker said:
Here is the Molotov plugin:

 

 

 

Here is the old napalm grenade plugin:

 

 

 

And finally the grenade plugin that pushes zombies upward:

 

 

 

 

The last one only processes one time, so theoretically if we change the players stamina in there and modify sv_staminarecoveryrate to a low value the plugin does very little impact...

I know the sourcecode of all of them, and while theoretically it should be lighter, in actual live testing that i did about a 6 to 9 months ago demonstrated the opposite

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Well then I'm pretty much out of ideas.

 

Only one I got left is to remove molotov's entirely - Then make the knockback nades push zombies in the direction the player looked when the grenade was thrown (at an upwards angle)

 

5trtyv.jpg

Edited by Wesker
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  Agent Wesker said:
Well then I'm pretty much out of ideas.

 

Only one I got left is to remove molotov's entirely - Then make the knockback nades push zombies in the direction the player looked when the grenade was thrown (at an upwards angle)

 

5trtyv.jpg

 

I hope you didn't forget about people nading the zombie ahead when they spawn ahead of them

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  BlackWhite said:
I hope you didn't forget about people nading the zombie ahead when they spawn ahead of them

 

As it boosts them in the direction you face, they would have to be behind them. If they're going to troll this method, they may as well FailKnife them forward in the first place.

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  Stunningjam said:
As it boosts them in the direction you face, they would have to be behind them. If they're going to troll this method, they may as well FailKnife them forward in the first place.

 

Bouncing it off a wall back into the zombies.

You underestimate the ingenuity of the people trying to teamkill.

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