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[ZE] Molotov Lag

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  Kurohime said:
Bouncing it off a wall back into the zombies.

You underestimate the ingenuity of the people trying to teamkill.

 

My idea would save the direction the moment the nade was thrown, so no matter where it lands or how it bounces it can't be abused unless the player is already behind the zombie. (like fail knife scenarios)

 

Edit: I think you what you meant is if zombie random spawns in ahead of any human, however most maps teleport the zombie to spawn anyways?

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  Agent Wesker said:
My idea would save the direction the moment the nade was thrown, so no matter where it lands or how it bounces it can't be abused unless the player is already behind the zombie. (like fail knife scenarios)

 

Edit: I think you what you meant is if zombie random spawns in ahead of any human, however most maps teleport the zombie to spawn anyways?

 

I'm just gonna give an example

Let's say we're on Mines of Moria, and there's a human in the back, about to get infected. He runs over towards one of the pillars on the left, throws a nade at it so it bounces back into the group of zombies, and launches them forwards.

I made this informative graph to help you understand.

 

[ATTACH=CONFIG]14930[/ATTACH]

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  Kurohime said:
I'm just gonna give an example

Let's say we're on Mines of Moria, and there's a human in the back, about to get infected. He runs over towards one of the pillars on the left, throws a nade at it so it bounces back into the group of zombies, and launches them forwards.

I made this informative graph to help you understand.

 

[ATTACH=CONFIG]14930[/ATTACH]

 

Well if he is infected before the grenade explodes it won't do anything anyways.

 

But heres a possible fix - As the grenade explodes check that its location is within 180 degrees ahead of where the player was originally facing... ?

 

11gmxyf.jpg

Edited by Wesker
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I don't know if that's possible but can't we just simply reduce the movement speed for a certain amount of time for the zombies affected by the blast radius of a he grenade? At the moment the slowdown is applied with each molotov hit, but i don't know if the he spam would cause less lag. Of course this idea might be retarded, but just my thoughts.

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  Punky said:
I don't know if that's possible but can't we just simply reduce the movement speed for a certain amount of time for the zombies affected by the blast radius of a he grenade? At the moment the slowdown is applied with each molotov hit, but i don't know if the he spam would cause less lag. Of course this idea might be retarded, but just my thoughts.

 

This would still require either a timer or event to track the time of the slow.

 

 

Also apparently my solution would require calculus level math which I haven't quite figured out...

 

http://stackoverflow.com/questions/13221873/determining-if-one-2d-vector-is-to-the-right-or-left-of-another/13221874

 

http://gamedev.stackexchange.com/questions/18995/check-if-the-vector-is-behind-another-or-maybe-opposite-directions

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  Agent Wesker said:
Bump, started work on the plugin http://pastebin.com/59CM5Sva

 

If anyone wants to take a look and help out please let me know :)

 

ewwww old syntax

 

any reason your doing this

 

  Reveal hidden contents

 

 

over this

 

  Reveal hidden contents

 

 

doesn't really matter but yeahhh.

 

Edit: Also here is 1 fix of you forgetting to hook into the player_hurt event(I'm guessing thats what you are doing) + updated to 1.7 syntax if u want it cause I'm bored http://pastebin.com/hbcEnTGM @Agent Wesker

 

I think I might be bored

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Edited by R3TROATTACK
boredom
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I copied that from another plugin, if it works without the SDKHook then that's good I guess.

 

As for the syntax, this would be the first time I'm working with sourcemod, literally learned all this today.

 

Edit: I will post any updates to the plugin in first post.

Edited by Wesker
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Alright I believe it's finished.

 

@R3TROATTACK can you please review my code for any major problems or changes

 

 

  Reveal hidden contents

 

 

If everything looks good will compile and give to @Crazy Swede for testing.

Edited by Wesker
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