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[L4D2] Standardized Revamp Structure (srsmod)


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ellis
Senior Member
Join Date: Apr 2010
Old 06-25-2010 , 13:46   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #101

ahhh, lol i tough when i install the wepaon unlock plugin the weapons are will replaced in the saferoom. but the plugin makes it only compatible with the srsmod.
the lines for the css weapon are not providedin the srsmod.cfg
what are the weapon ids for the scout, awp and greek?
dont unstand it why you not have it already included.
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ball2hi
Senior Member
Join Date: Feb 2010
Old 06-25-2010 , 13:47   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #102

Quote:
Originally Posted by AtomicStryker View Post
@ball2hi
If you want no gun replacement, just delete the concerning lines from your srsmod config file. Look for "Dynamic Autoshottie to Pumpgun" and the likes.

I played a game or two with the current srsmod and had no gun spawn related issues.
Could you possibly just make it a cvar..?
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ellis
Senior Member
Join Date: Apr 2010
Old 06-25-2010 , 14:16   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #103

ok i think this work:

Code:
	"Dynamic SG552 to UZI"
	{
		"weapon_id"				"34"
		"replace_id"			"7"
		"replace_model"			"models/w_models/weapons/w_smg_a.mdl"
		"aroundspawnpoint"		"yes"
	}
	
	"Dynamic SCOUT to Pumpgun"
	{
		"weapon_id"				"36"
		"replace_id"			"3"
		"replace_model"			"models/w_models/weapons/w_shotgun.mdl"
		"aroundspawnpoint"		"yes"
	}
	
	"Dynamic AWP to Chrome"
	{
		"weapon_id"				"35"
		"replace_id"			"8"
		"replace_model"			"models/w_models/weapons/w_pumpshotgun_a.mdl"
		"aroundspawnpoint"		"yes"
	}
Code:
	"Static SG552 to UZI"
	{
        "classname"            	"weapon_rifle_sg552_spawn"
        "replace_factor"        "1.0"
        "replace_classname"     "weapon_spawn"
		"replace_id"			"7"
		"replace_model"			"models/w_models/weapons/w_smg_a.mdl"
    }
	"Static SCOUT to Pumpgun"
	{
        "classname"            	"weapon_sniper_scout_spawn"
        "replace_factor"        "1.0"
        "replace_classname"     "weapon_spawn"
		"replace_id"			"3"
		"replace_model"			"models/w_models/weapons/w_shotgun.mdl"
    }
	"Static AWP to Chrome"
	{
        "classname"            	"weapon_sniper_awp_spawn"
        "replace_factor"        "1.0"
        "replace_classname"     "weapon_spawn"
		"replace_id"			"8"
		"replace_model"			"models/w_models/weapons/w_pumpshotgun_a.mdl"
    }

Last edited by ellis; 06-25-2010 at 15:12.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-25-2010 , 16:41   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #104

The Problem lies elsewhere, srsmod and Weapon Unlock are not caring about each other right now. The next Weapon Unlock version i do will react to a forward send out by srsmod, and not mess up guns anymore.


EDIT:

Uploaded the new version that directly links with Weapon Unlock. Remember to get the new Weapon Unlock version from my Gun Control Thread aswell

- no more gun mashup on second round
- no more CSS T2 gun among what should be T1 guns

Last edited by AtomicStryker; 06-25-2010 at 17:54.
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Master_Odin
New Member
Join Date: Apr 2010
Old 06-25-2010 , 21:15   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #105

I've got a question. Is there a way to set it so that medkits appear say in the gunshop, but all others outside of that and the saferoom are replaced? Same with finales and the such as I don't see a cvar to manage that within this mod.
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ellis
Senior Member
Join Date: Apr 2010
Old 06-26-2010 , 03:43   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #106

i have a error when i adjust the melee weapons in srsmod.cfg
upps prescribed in srsmod.cfg!

Code:
L 06/26/2010 - 09:38:01: Info (map "c1m2_streets") (file "errors_20100626.log")
L 06/26/2010 - 09:38:01: [SM] Plugin encountered error 15: Array index is out of bounds
L 06/26/2010 - 09:38:01: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 06/26/2010 - 09:38:01: [SM]   [0]  Line 779, srs.itemremoval.sp::LoadKeyValues()
L 06/26/2010 - 09:38:01: [SM]   [1]  Line 111, srs.itemremoval.sp::ItemRemoval_OnModuleLoaded()
L 06/26/2010 - 09:38:01: [SM]   [2]  Line 63, srs.main.sp::OnPluginStart()
Edit: ok this error happens when i set to many things in the srsmod.cfg after a particular number i becames this error.

Last edited by ellis; 06-26-2010 at 08:14.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-26-2010 , 08:54   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #107

@ellis

Youve actually done and added more than 32 items o_O

Well its just an arbitrary number i pulled there, ill set it 64 in the next build.
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ellis
Senior Member
Join Date: Apr 2010
Old 06-26-2010 , 13:25   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #108

to adjust all melee weapon i need a few convars ;)
but it gives a problem, the weapons are not wiped ingame.
the log says me follow
he index the weapion but he cannot find the weapons.
gives a support from srs to adjust this melee weapons generally?

Code:
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx] ent 391, nearspawn = 0, nearfinish = 1
L 06/26/2010 - 18:54:04: [srs.main.smx] Removing weapon_ammo_spawn of id 391 near finishing Safe Area
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing weapon_chainsaw_spawn now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 1.000000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx] ent 605, nearspawn = 0, nearfinish = 0
L 06/26/2010 - 18:54:04: [srs.main.smx] Removing weapon_chainsaw_spawn of id -1 as removal factor requested
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing weapon_grenade_launcher_spawn now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 1.000000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing weapon_rifle_m60_spawn now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 1.000000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing baseball_bat now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing crowbar now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing fireaxe now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing frying_pan now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing golf_club now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing katana now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing machete now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class: 
L 06/26/2010 - 18:54:04: [srs.main.smx]   ---Indexing tonfa now ---  
L 06/26/2010 - 18:54:04: [srs.main.smx] removal factor: 0.500000, replacement factor: 0.000000, replacement class:
L 06/26/2010 - 18:54:04: [srs.main.smx]  IR_PlayerFirstSpawn  
L 06/26/2010 - 18:54:04: [srs.main.smx]  IR_PlayerFirstSpawn
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-26-2010 , 14:42   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #109

Youd have to find out how L4D2 spawns melee weapons, what class they got. Worst case scenario theyre weapon_spawns, in which case you need to find their weapon ID and use that.
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ellis
Senior Member
Join Date: Apr 2010
Old 06-26-2010 , 16:01   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #110

hey atomic,

ok thanls now it works, i have found the right classname for the melee weapons and melee weapons are now wiped by srsmod. i cannot adjust all melee weapons indivitually with this but, with only one convar its work very easier with the same effect.
exactly what i want. now you dont need increase the index or whatevery from 32 to 64.

Last edited by ellis; 06-26-2010 at 16:13.
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