block_wallhack for dod
by ghzero · 2009-09-02 · 12 replies · 5280 views · 31 downloads
From the first post
rn
rnactually the plugin block_wallhack at amxmodx.org was released at version 2.5 and seems to work for cs1.6/cscz :
rnhttp://forums.alliedmods.net/showthread.php?p=905038#post905038
rn
rnis it possible to modify it for dod1.3 ?
Added later in the thread
| block_wallhack.sma | Plugin Source | 19 KB | 18 dl | Download Compile |
| block_wallhack25dod.sma | Plugin Source | 22 KB | 13 dl | Download Compile |
The thread
All 13 posts from 3 people on block_wallhack for dod, kept as they were written.
Threads: 42
Joined: Sep 2007
hello,rnrnactually the plugin block_wallhack at amxmodx.org was released at version 2.5 and seems to work for cs1.6/cscz :rnhttp://forums.alliedmods.net/showthread.php?p=905038#post905038rnrnis it possible to modify it for dod1.3 ?
Threads: 103
Joined: May 2005
i didnt do any testing with this, just swapped out the CS specific things.. there was only 3 things that stopped it from compiling, so it was simple as far as that goes, but i do see a couple other things that seem to be cs specific but i dont have the time to look into it now, also not sure if its really gonna make a difference or not (like the weapon_edge_point stuff might need to be configured specifically for the dod weapons but im not really sure without looking into it further as to what that stuff even is)nnnlet me know if/how it worksnnnalso a little off topic but something i saw in this plugin that i dont understand... In a few places theres things like this:n
team[id] = _:cs_get_user_team(id)i changed it just to this:nteam[id] = _:get_user_team(id)but whats the _: part do? ive noticed it in a few places in the plugin... anyone know?Threads: 103
Joined: May 2005
ok actually nm.. i skimmed thru it some more and it seems theres several references to cs weapon constants that will probably cause something strange to happen in dod.. so i doubt what i attached above will work properly..
Threads: 75
Joined: Nov 2007
yea saw that weapon_edge_point and i , kinda stoped there haha iam tired. i think that _ makes you able to load a float to an non-float array sound crazy i know...
Threads: 103
Joined: May 2005
hmm well that doesnt seem to make much sense in the way its used.. its in 3 places in the plugin and in none of them will the value be a float
Threads: 75
Joined: Nov 2007
it compiles it without errors rnrnrn
#include <amxmodx>rn#include <amxmisc>rnrn#define PLUGIN "New Plug-In"rn#define VERSION "1.0"rn#define AUTHOR "Rasmus"rnrnnew something[1][2]rnrnpublic plugin_init() rn{rn register_plugin(PLUGIN, VERSION, AUTHOR)rn rn register_clcmd("say test", "func_Test")rn}rnpublic func_test(id)rn{rn something[id][0] = _: 1.5rn something[id][1] = 1rn}Threads: 42
Joined: Sep 2007
yes the cs-plugin check the lenght of the weapons to choose an view or not view of an player that is coming aroung an edge.nnwe can simplify it to the greatest weapon, that should works alltimes before the weaponsizes are known.nnbut another problem will be the situation of prone - that is unknown for cs - so it must check if that conditions are calculated right.nnI will try your version and tell you how good it works..
Threads: 42
Joined: Sep 2007
here are some modications:rnrn-usage of dod-weapon-contants instead of csrn-prone detection (equal handling like ducked mode)rnrnbut note that this is still for experiments!! I check this too and let you know how it work for me and my friends..
Threads: 42
Joined: Sep 2007
it need to copy this file on your server:nn(goto folder of hlds_run)ncp cstrike/sprites/ledglow.spr dod/sprites/ledglow.sprnn..now it can run!nnactually it shoots errors:nL 09/04/2009 - 12:30:42: [AMXX] Run time error 10 (plugin "block_wallhack25dod.amxx") (native "get_msg_arg_int") - debug not enabled!nL 09/04/2009 - 12:30:42: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).nL 09/04/2009 - 12:30:43: Invalid message argument 12nL 09/04/2009 - 12:30:43: [AMXX] Run time error 10 (plugin "block_wallhack25dod.amxx") (native "get_msg_arg_int") - debug not enabled!nL 09/04/2009 - 12:30:43: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).nL 09/04/2009 - 12:30:43: Invalid message argument 12nL 09/04/2009 - 12:30:43: [AMXX] Run time error 10 (plugin "block_wallhack25dod.amxx") (native "get_msg_arg_int") - debug not enabled!nL 09/04/2009 - 12:30:43: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).nnI enable debug to check this out!nnthe bug cames from this lines..nnpublic message_clcorpse(msg_id, msg_dest, entity)n{n if (!connect[get_msg_arg_int(12)])n return PLUGIN_HANDLEDn n return PLUGIN_CONTINUEn}nnany idea?nnthe details of the error after activating the debugging:...nL 09/04/2009 - 14:09:32: Invalid message argument 12nL 09/04/2009 - 14:09:32: [AMXX] Displaying debug trace (plugin "block_wallhack25dod.amxx")nL 09/04/2009 - 14:09:32: [AMXX] Run time error 10: native error (native "get_msg_arg_int")nL 09/04/2009 - 14:09:32: [AMXX] [0] block_wallhack25dod.sma::message_clcorpse (line 283)
Threads: 42
Joined: Sep 2007
argument 12 of message should be the playerid !nhow to disable this errors and whats wrong?!
Threads: 103
Joined: May 2005
dod has a different ClCorpse message.. i cant remember exactly which argument is the player id in dod... but try 10 instead of 12, my memory isnt too great but that might be it (if not ill hook the message and look)
Threads: 42
Joined: Sep 2007
allright.. by the fact that the value must be the playerid it is ,,simple,, to simulate and check the correctness of this number .nnpublic message_clcorpse(msg_id, msg_dest, entity)n{nnew danumba=get_msg_arg_int(12);nclient_print(0,print_chat,"messagecorpse num is : %d", danumba );nif (!connect[danumba])nreturn PLUGIN_HANDLEDnnreturn PLUGIN_CONTINUEn}nnto check this I'd like to ask you this:ndo you know at what point this message will be shooted and can I test this alone (maybe by entering kill in console?!) ?!n
Threads: 103
Joined: May 2005
its fired when a player dies and the corpse is created

