Added l4d2_ai_minigun && l4d2_avoid_minigun

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Jackzie 2020-06-17 12:49:37 -05:00
parent c5dc4d66f3
commit 92c2dd33ba
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@ -11,6 +11,8 @@ All my sourcemod plugins... shitty probably
* [L4D2FFKickProtection](#L4D2FFKickProtection)
* [l4d2_ff_test](#l4d2_ff_test)
* [CSGOTroll](#CSGOTroll)
* [l4d2_avoid_minigun](#l4d2_avoid_minigun)
* [l4d2_ai_minigun](#l4d2_ai_minigun)
## Descriptions
### csgo-knifehp
@ -89,3 +91,14 @@ Another joke plugin, with it configured, a victim will have a % chance their sho
* `troll_shot_fail_percentage <0.0-1.0>` - percentage float (0.0 to 1.0) chance that victims' shots fail
* `troll_targets <ids>` - comma separated list of steamid64 targets (ex: STEAM_0:0:75141700)
* `troll_shot_mode <0/1>` - 0 -> ALL Weapons, 1 -> AWP
### l4d2_avoid_minigun
Makes the bots avoid standing infront/on top of the player that is using a minigun. It checks every 2.0 seconds if they are infront, then tells them to move to behind you. There is no configuration, all automatic.
### l4d2_ai_minigun
Allows you to spawn a holdout type bot. This bot will spawn with a minigun, like louis in the passing. Supports all 8 characters.
Technically it is louis using minigun with a model change, but it works fine.
Note: Sometimes bill model fails to spawn in, and is just invisible.
* **Commands:**
* `sm_spawn_minigun_bot <model name>` - Spawns the ai bot infront of wherever you are looking. Can also use numbers (0-7).

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#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define PLUGIN_NAME "l4d2 ai minigun"
#define PLUGIN_DESCRIPTION ""
#define PLUGIN_AUTHOR "jackzmc"
#define PLUGIN_VERSION "1.0"
#define PLUGIN_URL ""
#include <sourcemod>
#include <sdktools>
//#include <sdkhooks>
#define MODEL_MINIGUN "models/w_models/weapons/w_minigun.mdl"
#define MODEL_FRANCIS "models/survivors/survivor_biker.mdl"
#define MODEL_LOUIS "models/survivors/survivor_manager.mdl"
#define MODEL_ZOEY "models/survivors/survivor_teenangst.mdl"
#define MODEL_BILL "models/survivors/survivor_namvet.mdl"
#define MODEL_NICK "models/survivors/survivor_gambler.mdl"
#define MODEL_COACH "models/survivors/survivor_coach.mdl"
#define MODEL_ELLIS "models/survivors/survivor_mechanic.mdl"
#define MODEL_ROCHELLE "models/survivors/survivor_producer.mdl"
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_DESCRIPTION,
version = PLUGIN_VERSION,
url = PLUGIN_URL
};
int g_iSurvivors[MAXPLAYERS+1], g_iLastSpawnClient;
public void OnPluginStart()
{
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2)
{
SetFailState("This plugin is for L4D/L4D2 only.");
}
RegAdminCmd("sm_spawn_minigun_bot", Command_SpawnAIBot, ADMFLAG_ROOT);
}
public void OnMapStart() {
PrecacheModel(MODEL_MINIGUN);
PrecacheModel(MODEL_LOUIS);
PrecacheModel(MODEL_ZOEY);
PrecacheModel(MODEL_BILL);
PrecacheModel(MODEL_FRANCIS);
}
public void OnClientPutInServer(int client) {
if( g_iLastSpawnClient == -1)
{
g_iSurvivors[client] = GetClientUserId(client);
g_iLastSpawnClient = GetClientUserId(client);
}
}
public Action Command_SpawnAIBot(int client, int args) {
char arg1[16];
if(args > 0) {
GetCmdArg(1, arg1, sizeof(arg1));
char model[64];
FindModelFromString(arg1, model, sizeof(model));
//get ground:
float vPos[3], vAng[3];
if(!GetGround(client, vPos, vAng)) {
LogError("Failed to find ground for survivor");
ReplyToCommand(client, "Could not find a suitable ground location to spawn survivor.");
return Plugin_Handled;
}
//make sure spawns a little above
vPos[2] += 1.0;
if(!SpawnSurvivor(vPos, vAng, model, true)) {
ReplyToCommand(client, "Failed to spawn survivor.");
}
}else{
ReplyToCommand(client, "Usage: sm_spawn_minigun_bot <4=Bill, 5=Zoey, 6=Francis, 7=Louis>");
}
return Plugin_Handled;
}
bool SpawnSurvivor(const float vPos[3], const float vAng[3], const char[] model, bool spawn_minigun) {
int entity = CreateEntityByName("info_l4d1_survivor_spawn");
if( entity == -1 ) {
LogError("Failed to create \"info_l4d1_survivor_spawn\"");
return false;
}
//set character type (7 = Louis)
DispatchKeyValue(entity, "character", "7");
//on spawn, to kill spawner
//AcceptEntityInput(entity, "AddOutput");
AcceptEntityInput(entity, "Kill");
//teleport spawner to valid spot & spawn it
TeleportEntity(entity, vPos, vAng, NULL_VECTOR);
DispatchSpawn(entity);
//Tell spawner to spawn survivor
g_iLastSpawnClient = -1;
AvoidCharacter(7, true);
AcceptEntityInput(entity, "SpawnSurvivor");
AvoidCharacter(7, false);
//remove reference to last spawn id
int bot_user_id = g_iLastSpawnClient, bot_client_id;
g_iLastSpawnClient = -1;
if( bot_user_id <= 0 || (bot_client_id = GetClientOfUserId(bot_user_id)) <= 0 )
{
LogError("Failed to match survivor, did they not spawn? [%d/%d]", bot_user_id, bot_client_id);
return false;
}
SetClientName(bot_client_id, "MinigunBot");
TeleportEntity(bot_client_id, vPos, NULL_VECTOR, NULL_VECTOR);
if(spawn_minigun && !SpawnMinigun(vAng, vPos)) {
LogError("Failed to spawn minigun for client #%d", bot_client_id);
KickClient(bot_client_id, "AIMinigun:MinigunSpawnFailure");
return false;
}
TeleportEntity(bot_client_id, vPos, NULL_VECTOR, NULL_VECTOR);
SetEntityModel(bot_client_id, model);
CreateTimer(1.5, TimerMove, bot_user_id);
return true;
}
stock bool FindModelFromString(const char str[16], char[] model, int modelStrSize) {
int possibleNumber = StringToInt(str, 10);
if(modelStrSize == 1 && possibleNumber <= 7 && possibleNumber >= 0) {
switch(possibleNumber) {
case 0: {
strcopy(model, modelStrSize, MODEL_NICK);
} case 1: {
strcopy(model, modelStrSize, MODEL_ELLIS);
} case 2: {
strcopy(model, modelStrSize, MODEL_COACH);
} case 3: {
strcopy(model, modelStrSize, MODEL_ROCHELLE);
} case 4: {
strcopy(model, modelStrSize, MODEL_BILL);
} case 5: {
strcopy(model, modelStrSize, MODEL_ZOEY);
} case 6: {
strcopy(model, modelStrSize, MODEL_FRANCIS);
} case 7: {
strcopy(model, modelStrSize, MODEL_LOUIS);
}
default:
return false;
}
return true;
}else{
if(possibleNumber == 0) {
//try to parse str
if(StrEqual(str, "bill", false)) {
strcopy(model, modelStrSize, MODEL_BILL);
}else if(StrEqual(str, "zoey", false)) {
strcopy(model, modelStrSize, MODEL_ZOEY);
}else if(StrEqual(str, "francis", false)) {
strcopy(model, modelStrSize, MODEL_FRANCIS);
}else if(StrEqual(str, "louis", false)) {
strcopy(model, modelStrSize, MODEL_LOUIS);
}else if(StrEqual(str, "nick", false)) {
strcopy(model, modelStrSize, MODEL_NICK);
}else if(StrEqual(str, "ellis", false)) {
strcopy(model, modelStrSize, MODEL_ELLIS);
}else if(StrEqual(str, "rochelle", false)) {
strcopy(model, modelStrSize, MODEL_ROCHELLE);
}else if(StrEqual(str, "coach", false)) {
strcopy(model, modelStrSize, MODEL_COACH);
}else{
return false;
}
return true;
}
}
return false;
}
bool SpawnMinigun(const float vAng[3], const float vPos[3]) {
float vDir[3], newPos[3];
GetAngleVectors(vAng, vDir, NULL_VECTOR, NULL_VECTOR);
vDir[0] = vPos[0] + (vDir[0] * 50);
vDir[1] = vPos[1] + (vDir[1] * 50);
vDir[2] = vPos[2] + 20.0;
newPos = vDir;
newPos[2] -= 40.0;
Handle trace = TR_TraceRayFilterEx(vDir, newPos, MASK_SHOT, RayType_EndPoint, TraceFilter);
if(TR_DidHit(trace)) {
TR_GetEndPosition(vDir, trace);
int minigun = CreateEntityByName("prop_mounted_machine_gun");
minigun = EntIndexToEntRef(minigun);
SetEntityModel(minigun, MODEL_MINIGUN);
DispatchKeyValue(minigun, "targetname", "louis_holdout");
DispatchKeyValueFloat(minigun, "MaxPitch", 360.00);
DispatchKeyValueFloat(minigun, "MinPitch", -360.00);
DispatchKeyValueFloat(minigun, "MaxYaw", 90.00);
newPos[2] += 0.1;
TeleportEntity(minigun, vDir, vAng, NULL_VECTOR);
DispatchSpawn(minigun);
delete trace;
return true;
}else{
LogError("Spawn minigun trace failure");
delete trace;
return false;
}
}
stock bool TraceFilter(int entity, int contentsMask) {
if( entity <= MaxClients )
return false;
return true;
}
stock bool GetGround(int client, float[3] vPos, float[3] vAng) {
GetClientAbsOrigin(client, vPos);
vAng = vPos;
vAng[2] += 5.0;
vPos[2] -= 500.0;
Handle trace = TR_TraceRayFilterEx(vAng, vPos, MASK_SHOT, RayType_EndPoint, TraceFilter);
if(!TR_DidHit(trace))
{
delete trace;
return false;
}
TR_GetEndPosition(vPos, trace);
delete trace;
GetClientAbsAngles(client, vAng);
return true;
}
g_iAvoidChar[MAXPLAYERS+1] = {-1,...};
void AvoidCharacter(int type, bool avoid)
{
for( int i = 1; i <= MaxClients; i++ )
{
if( IsClientInGame(i) && (GetClientTeam(i) == 2 || GetClientTeam(i) == 4) )
{
if( avoid )
{
// Save character type
g_iAvoidChar[i] = GetEntProp(i, Prop_Send, "m_survivorCharacter");
int set;
switch( type )
{
case 4: set = 3; // Bill
case 5: set = 2; // Zoey
case 7: set = 1; // Francis
case 6: set = 0; // Louis
}
SetEntProp(i, Prop_Send, "m_survivorCharacter", set);
} else {
// Restore player type
if( g_iAvoidChar[i] != -1 )
{
SetEntProp(i, Prop_Send, "m_survivorCharacter", g_iAvoidChar[i]);
g_iAvoidChar[i] = -1;
}
}
}
}
if( !avoid )
{
for( int i = 1; i <= MAXPLAYERS; i++ )
g_iAvoidChar[i] = -1;
}
}
Action TimerMove(Handle timer, any client) {
if((client = GetClientOfUserId(client))) {
//PrintToServer("client %d %N",client,client);
SetEntityMoveType(client, MOVETYPE_NONE);
TeleportEntity(client, NULL_VECTOR, NULL_VECTOR, view_as<float>({ 0.0, 0.0, 0.0 }));
}
}

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@ -0,0 +1,116 @@
#pragma semicolon 1
#pragma newdecls required
//#define DEBUG
#define PLUGIN_NAME "L4D2 AI Avoid Minigun"
#define PLUGIN_DESCRIPTION "Makes the ai avoid being infront of a minigun in use"
#define PLUGIN_AUTHOR "jackzmc"
#define PLUGIN_VERSION "1.0"
#define PLUGIN_URL ""
#define PI 3.14159265358
#define UNITS_SPAWN -120.0
#include <sourcemod>
#include <sdktools>
//#include <sdkhooks>
#define MODEL_MINIGUN "models/w_models/weapons/w_minigun.mdl"
public Plugin myinfo =
{
name = PLUGIN_NAME,
author = PLUGIN_AUTHOR,
description = PLUGIN_DESCRIPTION,
version = PLUGIN_VERSION,
url = PLUGIN_URL
};
public void OnPluginStart()
{
EngineVersion g_Game = GetEngineVersion();
if(g_Game != Engine_Left4Dead && g_Game != Engine_Left4Dead2)
{
SetFailState("This plugin is for L4D/L4D2 only.");
}
CreateTimer(2.0, CheckTimer, _, TIMER_REPEAT);
}
public Action CheckTimer(Handle timer) {
for(int i = 1; i < MaxClients; i++) {
if(IsClientConnected(i) && IsClientInGame(i) && !IsFakeClient(i) && GetClientTeam(i) == 2) {
bool usingMinigun = GetEntProp(i, Prop_Send, "m_usingMountedGun", 1) == 1;
bool usingMountedWeapon = GetEntProp(i, Prop_Send, "m_usingMountedWeapon", 1) == 1;
if(usingMinigun || usingMountedWeapon) {
float pos[3], ang[3], finalPos[3], checkPos[3];
GetClientAbsOrigin(i, pos);
GetClientEyeAngles(i, ang);
GetHorizontalPositionFromOrigin(pos, ang, 40.0, checkPos);
GetHorizontalPositionFromOrigin(pos, ang, UNITS_SPAWN, finalPos);
for(int bot = 1; bot < MaxClients; bot++) {
if(IsClientConnected(bot) && IsFakeClient(bot) && GetClientTeam(bot) == 2) {
float botPos[3];
GetClientAbsOrigin(bot, botPos);
float center_distance = GetVectorDistance(checkPos, botPos);
if(center_distance <= 70) {
//PrintHintTextToAll("Bot: %N | d=%f | d2=%f | Vector(%.2f,%.2f,%.2f)", bot, distance, center_distance, finalPos[0], finalPos[1], finalPos[2]);
//todo: only teleport once?
//TeleportEntity(bot, finalPos, NULL_VECTOR, NULL_VECTOR);
L4D2_RunScript("CommandABot({cmd=1,bot=GetPlayerFromUserID(%i),pos=Vector(%f,%f,%f)})", GetClientUserId(bot), finalPos[0], finalPos[1], finalPos[2]);
}
}
}
break;
}
}
}
}
stock void GetHorizontalPositionFromOrigin(const float pos[3], const float ang[3], float units, float finalPosition[3]) {
float theta = DegToRad(ang[1]);
finalPosition[0] = units * Cosine(theta) + pos[0];
finalPosition[1] = units * Sine(theta) + pos[1];
finalPosition[2] = pos[2];
}
stock void GetHorizontalPositionFromClient(int client, float units, float finalPosition[3]) {
float pos[3], ang[3];
GetClientEyeAngles(client, ang);
GetClientAbsOrigin(client, pos);
float theta = DegToRad(ang[1]);
pos[0] += -150 * Cosine(theta);
pos[1] += -150 * Sine(theta);
finalPosition = pos;
}
stock void L4D2_RunScript(const char[] sCode, any ...) {
static int iScriptLogic = INVALID_ENT_REFERENCE;
if(iScriptLogic == INVALID_ENT_REFERENCE || !IsValidEntity(iScriptLogic)) {
iScriptLogic = EntIndexToEntRef(CreateEntityByName("logic_script"));
if(iScriptLogic == INVALID_ENT_REFERENCE|| !IsValidEntity(iScriptLogic))
SetFailState("Could not create 'logic_script'");
DispatchSpawn(iScriptLogic);
}
static char sBuffer[512];
VFormat(sBuffer, sizeof(sBuffer), sCode, 2);
SetVariantString(sBuffer);
AcceptEntityInput(iScriptLogic, "RunScriptCode");
}
stock void ShowDelayedHintToAll(const char[] format, any ...) {
char buffer[254];
VFormat(buffer, sizeof(buffer), format, 2);
static int hintInt = 0;
if(hintInt >= 7) {
PrintHintTextToAll("%s",buffer);
hintInt = 0;
}
hintInt++;
}