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[L4D(2)] Ready Up! 0.17.3


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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 12-02-2010 , 07:26   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #361

Ive edited the very post you are quoting.
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step
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Join Date: May 2010
Old 12-02-2010 , 08:51   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #362

Yeah, I know, still not sure.
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MiamiVince
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Join Date: Dec 2010
Old 12-02-2010 , 12:12   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #363

Quote:
Originally Posted by AtomicStryker View Post
First of all, that source is way outdated. Use this one.
http://atomicstrykers-codedump.googl...ed/l4dready.sp

Second, you need to download the left4downtown2 extension and put its left4downtown.inc in your sourcemod/scripting/include folder.
https://forums.alliedmods.net/showthread.php?t=134032
Thanks!!!

So I repeat:

1) I dl the latest version of l4dready.sp on your link. Modify and save it.

2) I dl the l4ddt2 extension. I put only the left4downtown.inc in my sourcemod/scripting/include folder.

3) When i launch confolg, the l4dready.sp file will be auto-convert by sourcemod in a new file l4dready.smx (replace it auto too?)

Is it ok?

Last edited by MiamiVince; 12-02-2010 at 12:15.
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AtomicStryker
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Join Date: Apr 2009
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Old 12-02-2010 , 12:18   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #364

Put your modified l4dready.sp into sourcemod/scripting

Execute the compile.exe found in the same folder

You will find your compiled plugin in sourcemod/scripting/compile
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MiamiVince
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Join Date: Dec 2010
Old 12-02-2010 , 15:21   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #365

Ok, thanks for that! But where i can find compile.exe
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fpsbrian
Senior Member
Join Date: Feb 2008
Old 12-02-2010 , 23:41   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #366

you can find it here

left4dead2/addons/sourcemod/scripting/
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step
Senior Member
Join Date: May 2010
Old 12-06-2010 , 08:13   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #367

One idea. If an admin opens sm_admin menu close the rup panel until sm_admin menu is closed.
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lexantis
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Join Date: Jun 2009
Location: CZ
Old 01-09-2011 , 10:59   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #368

Can we get a changelog on what was fixed/changed in the 0.17.10 version? Thanks
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 01-10-2011 , 03:38   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #369

Changelog of sorts can be found here
http://code.google.com/p/atomicstryk...c6d9ced900198c

I had a small list of changes somewhere in this thread, too lazy to find it, look freaking yourself
https://forums.alliedmods.net/showpo...&postcount=334
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RavenDan29
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Join Date: Sep 2009
Old 02-27-2011 , 06:10   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #370

Trying to simplify this cause somepeople just dont get how to type the word !ready crazy i know but there it is have i done this correctly?

{
PrintHintText(i, "You are NOT READY!\n\nSay !ready in chat to ready up.");
}
else
{
PrintHintText(i, "You are ready.\n\nSay !unready in chat if no longer ready.");
}
PrintHintText(i, "You are NOT READY!\n\nSay r in chat to ready up.");
}
else
{
PrintHintText(i, "You are ready.\n\nSay unr in chat if no longer ready.");
}

and then later down the script

readyMode = true;

PrintHintTextToAll("Ready mode on.\nSay !ready to ready up or !unready to unready.");
PrintHintTextToAll("Ready mode on.\nSay r to ready up or unr to unready.");
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