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[L4D2] Standardized Revamp Structure 1.0 RTW


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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 02-22-2010 , 09:48   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #171

INSTALLATIONwith SDK Hooks version 1.3, this plugin is not working for me
anyone encountered that too?
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basktfbb
Member
Join Date: Feb 2010
Old 02-22-2010 , 15:15   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #172

I'm trying to understand why sometimes I find some medkits lost in map

the fact is confusing because when occur, the medkits are found by the first team of survivors, but when the other team plays the survivor, instead of medkits are the pills

yesterday on the final map of Hard Rain, on top of the building had two medkits and a boomer bille. When I played the infected in the same place had two pills and one boomer bille
this is happening to someone else?

There is de cvars i use:

// Config Plugin SRS

sm_cvar srs_debug 0
sm_cvar srs_infected_despawn 0
sm_cvar srs_remove_chainsaw 0
sm_cvar srs_remove_defib 0
sm_cvar srs_remove_explosive 0
sm_cvar srs_remove_grenade_launcher 0
sm_cvar srs_remove_incendiary 0
sm_cvar srs_remove_laser 0
sm_cvar srs_tank_immunity_time 3.0
sm_cvar srs_water_brake 1
sm_cvar srs_water_brake_speed 0.8
sm_cvar srs_remove_unreplaced_pills 0
sm_cvar srs_remove_medkits 1
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Ravine.hu
Junior Member
Join Date: Feb 2010
Old 02-22-2010 , 15:23   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #173

Quote:
Originally Posted by basktfbb View Post
I'm trying to understand why sometimes I find some medkits lost in map
Yep, happened just now on my server. Now trying with the dev version, hopefully they will be gone.

Oh, btw: i'm using the superversus plugin, with 10 survivors. If i use the "l4d_XtraHP", 6 survivor starts with medikit on their backs. Is it possible to change them to pills too?

thx

Last edited by Ravine.hu; 02-22-2010 at 15:26.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-23-2010 , 16:09   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #174

That would be a request for the Superversus Plugin.

@lexantis
No.

@baktfbb
What version are you using, are there errors logged, try turning srsmod logging on.
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 02-23-2010 , 18:26   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #175

@Atomic
so you think im doing something wrong with the newest SDKHooks ?
the srsmod couldnt load with version 1.3

Code:
srsmod.smx failed to load: Required extension "sdkhooks" file("sdkhooks.ext") not running.
Code:
 [11] <FAILED> file "sdkhooks.ext.so": vstdlib_i486.so: cannot open shared object file: No such file or directory
i dont know what im doing wrong, the sdkhooks version 1.2 worked just fine for me
please anybody have a clue?

Last edited by lexantis; 02-23-2010 at 20:53. Reason: added more info
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Ravine.hu
Junior Member
Join Date: Feb 2010
Old 02-23-2010 , 18:57   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #176

I'm getting this with that last dev version:

PHP Code:
L 02/24/2010 01:39:11: [SMNative "UnhookEvent" reportedInvalid hook callback specified for game event "round_start"
L 02/24/2010 01:39:11: [SMDisplaying call stack trace for plugin "srs.main.smx":
L 02/24/2010 01:39:11: [SM]   [0]  Line 107srs.waterbrake.sp::_WB_OnModuleDisabled()
L 02/24/2010 01:39:11: [SM]   [1]  Line 93srs.waterbrake.sp::WB_ConvarsChanged() 
I don't use waterbrake, so i hope i'm safe.

And this:
Unknown command "srs_finale_ghosts"

Is it removed? I have L4Dtoolz installed, i think that can handle this too.

thx
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Ravine.hu
Junior Member
Join Date: Feb 2010
Old 02-24-2010 , 05:15   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #177

deleted sorry.

Last edited by Ravine.hu; 02-24-2010 at 06:06.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-24-2010 , 05:23   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #178

It is removed since Valve removed Finale Auto Spawning.

Thanks for the bug report, will be fixed in the next dev Snapshot.


EDIT:

Your second error is from another plugin.


@lexantis
Why dont you ask in the SDKHooks thread where someone might be able to help you? xD
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Ravine.hu
Junior Member
Join Date: Feb 2010
Old 02-24-2010 , 06:05   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #179

Quote:
Originally Posted by AtomicStryker View Post
Your second error is from another plugin.
Oops my bad, posted to wrong topic sorry.
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Frus
Senior Member
Join Date: Aug 2009
Old 02-24-2010 , 08:38   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #180

Quote:
Originally Posted by AtomicStryker View Post
Newest development snapshot.

Main change: Altered how the Medkit remover works.

Replacing Saferoom Meds with Pills or Mapcourse Meds with Pills now works without enabling the other, and replacement of Mapcourse Meds now uses a factor setting instead of a boolean (on/off).

srs_remove_medkits 1

changes to

srs_remove_map_medkits 1.0

If you wanted to replace HALF of all medkits with pills, youd use 0.5 instead
This is effectively random for both teams. Since Entity IDs are not consistent across rounds you are giving both teams different locations of medkits.

The proper way to implement such a feature would follow this logic:

Code:
-Map start-
Count and store all medkits on the map.
Use the cvar to determine how many kits to keep. (For the next step) [foo = round(totalKits * cvarConvertPercentage)]
Randomly select what medkits are being kept. (Randomly select 'foo' medkits from all medkits)
Store the position of every medkit you remove.
-round start-
Check every medkit's position and compare to the positions that were removed for team 1
-map end-
GOTO 1
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