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[L4D & L4D2] MultiTanks (version 1.6)


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brokenguns25
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Join Date: Sep 2009
Old 10-02-2009 , 14:13   Re: [L4D] MultiTanks (version 1.4)
Reply With Quote #31

Nice! Thanks for the update.
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Fermortcis
Junior Member
Join Date: Jun 2009
Old 10-02-2009 , 18:16   Re: [L4D] MultiTanks (version 1.4)
Reply With Quote #32

I'm a little confused with the cvars:

//mt_count_regular_versus - Count of total tanks on regular maps in versus

Does this hold the number of tanks for each map in a campaign that is not the finale map? Or the total number of tanks for all the maps together?

//mt_count_finale_versus - Count of total tanks on final maps in versus
//mt_count_finalestart_versus - Count of total tanks when final start in versus

What's the difference between these two?

Another question: do 2 tanks spawn take away 1 count? Or does 2 tank spawns take away 2 counts? Example, if set the tanks to spawn together and I set mt_count_regular_versus to 4, does all 4 spawn at once? or just 2 now, then 2 later?

Also, does this plugin handle tank spawning? or does the AI Director do it? 'cause sometimes, no tanks at all in the maps or sometimes I only get 1 tank; even if I have mt_count_regular_versus = 2.

Last edited by Fermortcis; 10-02-2009 at 18:19.
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brokenguns25
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Join Date: Sep 2009
Old 10-02-2009 , 19:25   Re: [L4D] MultiTanks (version 1.4)
Reply With Quote #33

Working great so far except for one thing; with mt_debug "0" and mt_tankhp_announce "0" I still get a message when tanks die, which is kind of annoying since my finales have at least 16 tanks them.
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Red Alex
Member
Join Date: Aug 2009
Old 10-03-2009 , 01:49   Re: [L4D] MultiTanks (version 1.4)
Reply With Quote #34

Quote:
Originally Posted by Fermortcis View Post
I'm a little confused with the cvars:

//mt_count_regular_versus - Count of total tanks on regular maps in versus

Does this hold the number of tanks for each map in a campaign that is not the finale map? Or the total number of tanks for all the maps together?
This hold the number of tanks for each spawn on map in a campaign that is not the finale map

Quote:
Originally Posted by Fermortcis View Post
I'm a little confused with the cvars://mt_count_finale_versus - Count of total tanks on final maps in versus
//mt_count_finalestart_versus - Count of total tanks when final start in versus

What's the difference between these two?
mt_count_finale_versus - Count of tanks per spawn in final map (l4d_vs_airport05_runway, l4d_vs_farm05_cornfield, etc), before you use radio.
mt_count_finalestart_versus - Count of tanks per spawn when final waves start.

Quote:
Originally Posted by Fermortcis View Post
Another question: do 2 tanks spawn take away 1 count? Or does 2 tank spawns take away 2 counts? Example, if set the tanks to spawn together and I set mt_count_regular_versus to 4, does all 4 spawn at once? or just 2 now, then 2 later?
No, spawn count dont take away from another spawn. Its determinate count of tanks on each spawn. Spawn together means that additional tanks will be spawn at the same point, that spawn first tank.

Quote:
Originally Posted by Fermortcis View Post
Also, does this plugin handle tank spawning? or does the AI Director do it? 'cause sometimes, no tanks at all in the maps or sometimes I only get 1 tank; even if I have mt_count_regular_versus = 2.
Plugin just spawn additional tanks, when AI Director decide spawn first tank. I think in version 2 will be own spawn system without director.

Quote:
Originally Posted by brokenguns25
Working great so far except for one thing; with mt_debug "0" and mt_tankhp_announce "0" I still get a message when tanks die, which is kind of annoying since my finales have at least 16 tanks them.
Ooops. Sorry, forgot to remove this one. Fixed, download new version.
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Last edited by Red Alex; 10-03-2009 at 03:15.
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D1maxa
Member
Join Date: Dec 2008
Old 10-03-2009 , 14:06   Re: [L4D] MultiTanks (version 1.4.1)
Reply With Quote #35

L 10/03/2009 - 21:477: [SM] Native "IsClientConnected" reported: Client index 0 is invalid
L 10/03/2009 - 21:477: [SM] Displaying call stack trace for plugin "l4d_multitanks.smx":
L 10/03/2009 - 21:477: [SM] [0] Line 589, F:\Downloads\[reget]\l4d\plugins\multitanks\l4d_multitanks.sp::Se tTankHP()
L 10/03/2009 - 21:477: [SM] [1] Line 319, F:\Downloads\[reget]\l4d\plugins\multitanks\l4d_multitanks.sp::Ta nkSpawn()

hm, no problem, this happened because:
sm_cvar director_tank_lottery_selection_time 0
sm_cvar director_tank_lottery_entry_time 0

Last edited by D1maxa; 10-03-2009 at 14:21.
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brokenguns25
Junior Member
Join Date: Sep 2009
Old 10-03-2009 , 20:16   Re: [L4D] MultiTanks (version 1.4.1)
Reply With Quote #36

I've been having a problem with the second wave. Most of the time it never works. It only spawns one tank no matter what I set it at.

Edit - Maybe it's the auto map changer in Zombie Havoc plugin causing it. Not sure.

Last edited by brokenguns25; 10-04-2009 at 00:16.
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Red Alex
Member
Join Date: Aug 2009
Old 10-04-2009 , 05:40   Re: [L4D] MultiTanks (version 1.4.3)
Reply With Quote #37

Update:

Version 1.4.3 (04.09.09)
- Fixed check for spawning additional tanks
- Reverse Instant Multiply spawn check
- Added specific isFinalMap check for l4d_garage01_alleys

Version 1.4.4 (04.09.09)
- Instant Multiply check disabled for Versus
- Added first map after server started fix

This should fix bugs in Coop (Again...)
Also, added support for Crash Course

to D1maxa: I have no errors with 0 director_tank_lottery_* , what mt settings you use?
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Last edited by Red Alex; 10-04-2009 at 09:34.
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D1maxa
Member
Join Date: Dec 2008
Old 10-05-2009 , 08:01   Re: [L4D] MultiTanks (version 1.4.3)
Reply With Quote #38

Quote:
Originally Posted by Red Alex View Post
to D1maxa: I have no errors with 0 director_tank_lottery_* , what mt settings you use?
In 1.4 two tanks in all situations in versus mode.
First event "tankspawn" is called by AI Tank, isn't it? So AI Tank disconnected before function TankSpawn() and we get GetClientOfUserId()=0 (invalid userid). And then we call SetTankHP(0 as ClientIndex) and error...
But this was in version 1.4, i'll test 1.4.4 soon

Last edited by D1maxa; 10-05-2009 at 08:06.
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Red Alex
Member
Join Date: Aug 2009
Old 10-05-2009 , 10:10   Re: [L4D] MultiTanks (version 1.4.3)
Reply With Quote #39

Quote:
Originally Posted by D1maxa View Post
In 1.4 two tanks in all situations in versus mode.
First event "tankspawn" is called by AI Tank, isn't it? So AI Tank disconnected before function TankSpawn() and we get GetClientOfUserId()=0 (invalid userid). And then we call SetTankHP(0 as ClientIndex) and error...
But this was in version 1.4, i'll test 1.4.4 soon
Hm... may be my server is slow, because Tank bot don't disconnect before TankSpawn/SetTankHP called. It's just 0.1 second. If it disconnect before, it's bad - Tank HP will be not set to proper value. Just set director_tank_lottery_* at least to 0.2. I am fix it in next version.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 10-05-2009 , 15:50   Re: [L4D] MultiTanks (version 1.4.4)
Reply With Quote #40

I'm using the new 1.4.4 and can report that there is a bug.

When 2 tanks are being spawned, the player that takes over the first tank will take over the 2nd tank. Then the other tank dissapers and we end up with 1 tank. I have no idea why, but it happens pretty often. Is this something you can fix?

Last edited by Visual77; 10-05-2009 at 15:54.
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