Archived copy of war3source.com, the War3Source forum (2009–2020), rebuilt from the Internet Archive by wc3mods.net. This page was captured on 2012-09-22 (original capture). Forum · All archived topics · Wiki · Bug tracker · Blog
Chat

War3:Source
September 21, 2012, 10:40:17 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Download: http://war3source.com/index.php?board=9.0
What is War3Source?: http://war3source.com/index.php?topic=200.0
Sample Stats: http://war3source.com/war3stats
Steam Community Group: http://steamcommunity.com/groups/war3source
War3Source SVN Checkout: http://ownageclan.com/svn/war3source/
War3Source servers: http://www.game-monitor.com/search.php?vars=war3_version=
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: [REQ] No GodMode with bNoClipMode buff  (Read 185 times)
M.A.C.A.B.R.A
Newbie
*
Posts: 20



View Profile WWW
« on: June 08, 2012, 03:22:53 AM »

Hi there,
I wrote a race which gives noclip to a player for a while using bNoClipMode, but then I noticed that player gets godmode with this buff too. In normal noclip (set by sm_noclip) there is no immortality so I think there should not be smth like this added with this buff. It makes races/skills too OP.
Logged

-El Diablo
Full Member
***
Posts: 175


View Profile
« Reply #1 on: June 08, 2012, 11:23:24 AM »

Hi there,
I wrote a race which gives noclip to a player for a while using bNoClipMode, but then I noticed that player gets godmode with this buff too. In normal noclip (set by sm_noclip) there is no immortality so I think there should not be smth like this added with this buff. It makes races/skills too OP.

i've not used this yet, but I'm wondering.. does bullets go right thru those players?


also.. what type of game are you using war3source with?
Logged
M.A.C.A.B.R.A
Newbie
*
Posts: 20



View Profile WWW
« Reply #2 on: June 08, 2012, 12:42:02 PM »

I am using CS:S. The bullets don't go through players I think. I can see blood squirts from the points where the player should get hurt and blood on the walls but he doesn't take dmg. When I set noclip on a player with sourcemod command (sm_noclip), I can kill him without any problem, but this command needs sv_cheats set to "1" :/
Logged

Vulpone
Full Member
***
Posts: 140



View Profile Email
« Reply #3 on: June 08, 2012, 03:05:56 PM »

why not create a new buff that does exactly what you want it to do and then submit that patch?
this is svn after all, you seem to have the exact knowledge of what is necessary in order to get the job done. if you don't know how buffs are handled, just look at the buff bNoClipMode and go from there.

or just change bNoClipMode to the original purpose Huh idk why you would even apply NoClip to any NON-SH race, especially in CS:S where its just largely op no matter what you do, but thats your business.


edit: you know, Kant's famous enlightenment-saying really fits here (its in my signature)
« Last Edit: June 08, 2012, 03:07:31 PM by Vulpone » Logged

Sapere aude!
-El Diablo
Full Member
***
Posts: 175


View Profile
« Reply #4 on: June 09, 2012, 05:16:14 AM »

I am using CS:S. The bullets don't go through players I think. I can see blood squirts from the points where the player should get hurt and blood on the walls but he doesn't take dmg. When I set noclip on a player with sourcemod command (sm_noclip), I can kill him without any problem, but this command needs sv_cheats set to "1" :/


I'm not familiar with CS:S, but If I couldn't figure a way to do it and really badly wanted it.. I'd create a timer and allow the person only just enough time to "pass-thru" walls (maybe even while taking some damage created by the plugin) as a ability or ultimate.  That would be my fix if I couldn't figure it out. Tongue

Logged
M.A.C.A.B.R.A
Newbie
*
Posts: 20



View Profile WWW
« Reply #5 on: June 10, 2012, 12:26:10 PM »

I'd create a timer and allow the person only just enough time to "pass-thru" walls (maybe even while taking some damage created by the plugin) as a ability or ultimate.  That would be my fix if I couldn't figure it out. Tongue
Without any timer it would have no sense Tongue I solved it by completely disarming nocliped player but it is not solution which I was thinking about. I'll do this better, but need to consider it first. Remaking this buff seems to be best solution, but I would rather not do this by myself Tongue Maybe I'm wrong, but I think that official, global remake would be more universal for all servers than my local.

why not create a new buff that does exactly what you want it to do and then submit that patch?
I've never thinked about submiting any own patches. I think my knowledge of your code is not enough to do this.
Logged

Revan
Sr. Member
****
Posts: 263



View Profile
« Reply #6 on: June 11, 2012, 03:42:01 AM »

Have you tried setting m_takedamage while being in noclip?

Code:
#define DAMAGE_NO 0
#define DAMAGE_YES 2

SetEntProp(entity, Prop_Data, "m_takedamage", DAMAGE_YES);

EDIT: you could probably just "re-produce" the damage which was done by setting up a OnTakeDamage hook(be careful with dealing damage in that hook, its safer to wait a frame)

tell me if 1 of the methods work so I can add such a buff
« Last Edit: June 11, 2012, 03:45:31 AM by Revan » Logged

M.A.C.A.B.R.A
Newbie
*
Posts: 20



View Profile WWW
« Reply #7 on: June 11, 2012, 05:54:43 AM »

First method doesn't work at all. Second one crashes the game and I am not able to tell you if the player got hurt. But maybe the only reason is I screwed smth up Tongue
Logged

Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!