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Damaging player via point_hurt

Posted: Thu Dec 06, 2012 6:47 pm
by Tuck
Is this being worked on the - player.health is kinda rather buggy to use since it can crash clients if he is set to be on zero health :/

If it has already been added please post an example need this feature :P

Posted: Sun Dec 09, 2012 1:25 pm
by Tuck
Doesn't look like anybody knows how to do this so another question would be for the devs, when can it be added i've been wanting this before client filtering and as i see it, it's easier todo then client command filtering ?

Posted: Sun Dec 09, 2012 5:36 pm
by L'In20Cible
Hey Tuck,

Setting the player health to 0 doesn't actually kill the player → it just makes the server crazy. You need to kill him. Your best bet for now is to sigscan CCSPlayer::CommitSuicide to kill him. I'd like to sigscan it for you but... I can't... :o

Also, this topic is kinda a double of this one, imo...

L'In20Cible

Posted: Sun Dec 09, 2012 6:03 pm
by Tuck
L'In20Cible wrote:Hey Tuck,

Setting the player health to 0 doesn't actually kill the player → it just makes the server crazy. You need to kill him. Your best bet for now is to sigscan CCSPlayer::CommitSuicide to kill him. I'd like to sigscan it for you but... I can't... :o

Also, this topic is kinda a double of this one, imo...

L'In20Cible


I never had the server crash but when a player gets set bellow zero he gets frozen and cannot move, if you then try to lower his health even more when he died, client crashes (something like that)

Ups, i though i posted that on the old forums, deleted that double.

However does anybody have an ETA on when this feature will be implented ? :/

Posted: Sun Dec 09, 2012 9:45 pm
by satoon101
"Damage", itself, is not a "feature" that can be implemented. I have not had a chance to look into the best way to accomplish this, as of yet. There is no ETA on "any" features/abilities of this plugin. Things get done when they get done. And no, the ability to damage a player is definitely not "easier" to add than client command registering/filtering...

Satoon

Posted: Mon Dec 10, 2012 4:31 am
by Tuck
Oh i though this could be done with keyvalues in edict_t or something?

http://forums.alliedmods.net/showthread.php?t=111684
DispatchKeyValue
DispatchSpawn
AcceptEntityInput
RemoveEdict

Posted: Mon Dec 10, 2012 6:31 am
by L'In20Cible
Hey Tuck,

The problem is that CBaseEntity::AcceptInput requires a variant_t object as parameter which can't be used directly since it is not public. I'm sure we can wrap it and then, expose it but I don't think it is a priority. For now, just kill the player and let him rest in peace. :)

L'In20Cible