Quote:
The stamina mod that reduces stamina as damage is taken caused alot of problems. About half the bots on each team would stay dead
Did this only happen with bots? Not players? The only possible error I see in the code is the possibility of a float trying to be assigned to an integer. However, I'm not exactly sure how the processor handles that kind of mismatch (or even if it assigns proper types when it compiles) so I can't say for sure.
Code:
dod_set_stamina(victim, STAMINA_SET, 0, (100 - (stamina / ratio)))
Maybe try typesetting the (100 - (stamina / ratio)) to integer and see if she works. Maybe it's just some kind of unseen conflict between your other plugins. Further:
Quote:
CVARs:
dod_staminahp "1" //turn ON(1)/OFF(0)
dod_staminahp_starthp "100" //HP level at which to start lowering max stamina
dod_staminahp_raio "2" //Ammount of HP that will subtract 1 stamina point
Was the description. The 3rd cvar:
Quote:
dod_staminahp_raio "2" //Ammount of HP that will subtract 1 stamina point
should actually be
Quote:
dod_staminahp_ratio "2" //Ammount of HP that will subtract 1 stamina point
Although that won't cause any errors since the default value is set to 2 in the plugin. Just a sidenote. ;0
As far as the Gore plugin goes...
For some reason the task set isn't unique to replay the sound. It simply uses the ID return of the player...this could be getting turned off by another plugin that uses a task with value ID. So, you need to go ahead and add an odd value to the ID so that the task will be not only unique but also obtainable. Maybe include a #define at the beginning of the plugin.
Code:
#define GORE_HEADSHOT (1<<0) // "a"
#define GORE_BLOOD (1<<1) // "b"
#define GORE_BLEEDING (1<<2) // "c"
#define GORE_EXTRA (1<<3) // "d"
#define GORE_BRAINS (1<<4) // "e"
#define GORE_HEARTBEAT (1<<5) // "f"
To:
Code:
#define GORE_HEADSHOT (1<<0) // "a"
#define GORE_BLOOD (1<<1) // "b"
#define GORE_BLEEDING (1<<2) // "c"
#define GORE_EXTRA (1<<3) // "d"
#define GORE_BRAINS (1<<4) // "e"
#define GORE_HEARTBEAT (1<<5) // "f"
#define P_UNIQUE_HEARTBEAT_TASK 2020
Then
Code:
public event_respawn(id)
{
if(is_user_connected(id) && is_user_alive(id))
{
is_bleeding[id] = false
is_beating[id] = false
if(task_exists(id))
remove_task(id)
}
}
Could be made to
Code:
public event_respawn(id)
{
if(is_user_connected(id) && is_user_alive(id))
{
is_bleeding[id] = false
is_beating[id] = false
if(task_exists(id+P_UNIQUE_HEARTBEAT_TASK))
remove_task(id+P_UNIQUE_HEARTBEAT_TASK)
}
}
And you'd have to follow the fx_heartbeat function up with the same change.
These are just quick observations which might not actually do a damned thing. Just possibilities that exist. Hope something helps.