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SourceMod 1.7 released!


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VoiDeD
AlliedModders Donor
Join Date: Mar 2009
Location: Illinois, USA
Old 02-06-2015 , 00:49   Re: SourceMod 1.7 released!
#1

Quote:
Originally Posted by ejik03 View Post
But how? With spcomp.exe from 1.7.0 still possible to compile plugins with old syntax and there are no listed option to remove backward capability.
Code:
#pragma newdecls required
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 02-05-2015 , 14:11   Re: SourceMod 1.7 released!
#2

FInally 1.7 officially stable

I supose was added because of dota 2?
http://gyazo.com/913e5b6f8da89968c67db73f2a3ae0c4

Last edited by Mathias.; 02-05-2015 at 14:12.
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psychonic

BAFFLED
Join Date: May 2008
Old 02-05-2015 , 14:23   Re: SourceMod 1.7 released!
#3

Quote:
Originally Posted by Black-Rabbit View Post
FInally 1.7 officially stable

I supose was added because of dota 2?
http://gyazo.com/913e5b6f8da89968c67db73f2a3ae0c4
Largest requests for it were actually from TF2 and CS:S/CS:GO scripters.

It gives you the damage amount after game logic makes adjustments to it (from critical hits, armor, other damage reduction/buffs), before the damage is actually applied.

Last edited by psychonic; 02-05-2015 at 14:23.
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Mathias.
Veteran Member
Join Date: Aug 2010
Location: Canada is my city
Old 02-05-2015 , 20:50   Re: SourceMod 1.7 released!
#4

Quote:
Originally Posted by psychonic View Post
Largest requests for it were actually from TF2 and CS:S/CS:GO scripters.

It gives you the damage amount after game logic makes adjustments to it (from critical hits, armor, other damage reduction/buffs), before the damage is actually applied.
I had a bug in dota 2 where take damage will still trigger even if the unit was dead (projectile on his way) and checking health was not working either because I had to detect if he died, so what I did is gived the unit health even if he was dead which fix the issue (because I only needed take dmg for when the entity is dead) but now they were attacking the last location wehre the unit was dead at until it respawn or die again (invisible).

So is that new hook be able to check only if the unit is alive and will I be able to check if unit health is zero with triggering after he die?

Sorry for my extreme broken english.

Last edited by Mathias.; 02-05-2015 at 20:51.
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psychonic

BAFFLED
Join Date: May 2008
Old 02-05-2015 , 21:15   Re: SourceMod 1.7 released!
#5

Quote:
Originally Posted by Black-Rabbit View Post
So is that new hook be able to check only if the unit is alive and will I be able to check if unit health is zero with triggering after he die?
Idk. Try it out! There is a m_lifeState(? maybe not exact name) datadesc var on all cbasecombatcharacters (I think, maybe just players or maybe all ents) which can probably tell you if the hero ent is alive anyway.
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keygens
Senior Member
Join Date: Mar 2010
Location: Somewhere
Old 02-06-2015 , 20:27   Re: SourceMod 1.7 released!
#7

In future version of sourcemod will be added int64 and double? Anyway, awesome release!

Last edited by keygens; 02-06-2015 at 20:28.
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Potato Uno
Veteran Member
Join Date: Jan 2014
Location: Atlanta, Georgia
Old 02-06-2015 , 20:54   Re: SourceMod 1.7 released!
#8

Is it me or does the 1.7 compiler take like 2x longer to compile plugins?

For some plugins that are 4000+ lines of code it gets annoying to have to wait for the thing to compile, when it used to be instantaneous earlier.

Perhaps because it has to watch out for and check old syntax and new syntax when compiling to bytecode?
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nergal
Veteran Member
Join Date: Apr 2012
Old 02-06-2015 , 20:58   Re: SourceMod 1.7 released!
#9

Quote:
Originally Posted by Potato Uno View Post
Is it me or does the 1.7 compiler take like 2x longer to compile plugins?

For some plugins that are 4000+ lines of code it gets annoying to have to wait for the thing to compile, when it used to be instantaneous earlier.

Perhaps because it has to watch out for and check old syntax and new syntax when compiling to bytecode?
It'll probably work faster when old syntax will be deprecated for good.
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Potato Uno
Veteran Member
Join Date: Jan 2014
Location: Atlanta, Georgia
Old 02-06-2015 , 21:19   Re: SourceMod 1.7 released!
#10

Quote:
Originally Posted by nergal View Post
It'll probably work faster when old syntax will be deprecated for good.
Hopefully that will be never?

Because if so, that would be the end of sourcemod for me, and I'm probably not alone in that regard either. Way too many nice plugins already exist in the old syntax and the scripting forum is still mostly using old syntax.

Last edited by Potato Uno; 02-06-2015 at 21:20.
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