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
Damaging player via point_hurt
- L'In20Cible
- Project Leader
- Posts: 1536
- Joined: Sat Jul 14, 2012 9:29 pm
- Location: Québec
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...
Also, this topic is kinda a double of this one, imo...
L'In20Cible
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...

Also, this topic is kinda a double of this one, imo...
L'In20Cible
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...
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 ? :/
-Tuck
"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
Satoon
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
http://forums.alliedmods.net/showthread.php?t=111684
DispatchKeyValue
DispatchSpawn
AcceptEntityInput
RemoveEdict
-Tuck
- L'In20Cible
- Project Leader
- Posts: 1536
- Joined: Sat Jul 14, 2012 9:29 pm
- Location: Québec
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
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
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