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[L4D2] Standardized Revamp Structure (srsmod)


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Namelessb0i
Junior Member
Join Date: Feb 2010
Old 03-05-2011 , 12:15   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #471

Hi there. I am trying to make my server CEVO but i am not sure have i modified the srsmod.cfg correctly i have posted my code in the above post could any 1 help me (the pills removal seems wrong as sometimes there are not enough med kits to replace) << how could i solve this ?
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Glide Loading
Member
Join Date: May 2010
Old 03-07-2011 , 05:36   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #472

Atomic.
Have a bug on NoMercy finale with this config.
PHP Code:
   "Medkits, inside Saferoom"
    
{
        
"classname"                "weapon_first_aid_kit_spawn"
        "replace_factor"        "0.5"
        "replace_classname"        "weapon_pain_pills_spawn"
        "aroundspawnpoint"        "yes"
    
}
    
    
"Medkits, outside Saferoom"
    
{
        
"classname"                "weapon_first_aid_kit_spawn"
        "replace_factor"        "1.0"
        "replace_classname"        "weapon_pain_pills_spawn"
        "aroundspawnpoint"        "no"
    

For the first team:
- 2 medkids and 2 painpills in saferoom
- 2 medkids and 2 painpills outside.

For the second team:
- 2 medkids and 2 painpills in saferoom
- 2 pain pills outside.

In other campaigns all works fine. Looks like "health cabinets" confuse item remover.

P.S. For some reasons cant provide logs right now.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 03-07-2011 , 05:50   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #473

@Glide

Try a version with Late Item Removal.
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Glide Loading
Member
Join Date: May 2010
Old 03-07-2011 , 08:00   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #474

Nothing changed.
Screens:
First team: http://img18.**************/i/2011030700002.jpg/
Second team: http://img219.**************/i/2011030700003.jpg/

Last edited by Glide Loading; 10-26-2011 at 09:45.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 03-07-2011 , 13:56   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #475

Thank you, further testing revealed a bug with Item Handling that affected all versions of srsmod. It is fixed now, get a fresh plugin file from the OP.
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ellis
Senior Member
Join Date: Apr 2010
Old 03-08-2011 , 08:54   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #476

thanks. the new version fixes also FINALLY the bug with the item limiter
He works now perfectly, good job glide, atomic.
For lazy people i have added a attachment srsmod.cfg which use the item limiter. the values that i have choosed are from my gaming experience and in my mind are ok, but you can choose what you want.

people who want remove also melee weapon, should use the melee limiter plugin, because when you remove it with srsmod they are not will proparly restored in the second round.

But this is not a bug of the plugin, but rather from the game, because i belive some melee weapons are client and other are server side.
Attached Files
File Type: cfg srsmod.cfg (13.1 KB, 115 views)

Last edited by ellis; 07-27-2011 at 05:52. Reason: outdated config
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 03-08-2011 , 09:44   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #477

They cannot be restored properly because there is no way to properly spawn melee weapon X in world. Thank Valve for their ridiculous melee construct.
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Glide Loading
Member
Join Date: May 2010
Old 03-08-2011 , 10:08   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #478

Thanks for update.
Now everything works perfect.
But using "removal_limit" creates an item-chaos.
Here an example. adding this strings to config cause a bug for both teams.
PHP Code:
    "Molotovs"
    
{
        
"classname"                "weapon_molotov_spawn"
        "removal_limit"            "4"
        "aroundspawnpoint"        "no"
        "finale_only"            "yes"
    
}
    
    
"Pipe Bombs"
    
{
        
"classname"                "weapon_pipe_bomb_spawn"
        "removal_limit"            "4"
        "aroundspawnpoint"        "no"
        "finale_only"            "yes"
    
}
    
    
"Bile Jars"
    
{
        
"classname"                "weapon_vomitjar_spawn"
        "removal_limit"            "2"
        "aroundspawnpoint"        "no"
        "finale_only"            "yes"
    

Note: does't matter if "finale_only yes" present or not.
Screens:
First team: http://img560.**************/i/srsscreen01.png/
Second team: http://img809.**************/i/srsscreen02.png/

Log and srsmod.cfg attached.

Last edited by Glide Loading; 10-26-2011 at 09:45.
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siangc
Senior Member
Join Date: Mar 2010
Old 03-08-2011 , 16:12   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #479

I get these errors with the new update, they are from weapon_unlock, but has something to do with srs, didn't have them before the update. it also printed some debug text when we failed a map and had to retry it (campaign realism). Once it crashed when we had to retry a map. I replaced all files with new ones, except srsmod.cfg, didnt think that was neccesary(?).

L 03/08/2011 - 203:16: Info (map "c5m3_cemetery") (file "errors_20110308.log")
L 03/08/2011 - 20:458: [SM] Displaying call stack trace for plugin "l4d2_WeaponUnlock.smx":
L 03/08/2011 - 20:458: [SM] [0] Line 547, l4d2_WeaponUnlock.sp::WipeStoredWeapons()
L 03/08/2011 - 20:458: [SM] [1] Line 496, l4d2_WeaponUnlock.sp::SpawnIndexedWeapons()
L 03/08/2011 - 20:458: [SM] [2] Line 156, l4d2_WeaponUnlock.sp::SRS_OnItemsHandled()
L 03/08/2011 - 20:527: Error log file session closed.
__________________

Last edited by siangc; 03-08-2011 at 16:16.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 03-08-2011 , 16:47   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #480

@Glide
Do not add Molotovs, Pipe bombs and so on ABOVE the old lines. Its imperative the "Medkits, inside Saferoom" come before anything else.

@siangc
That doesn't contain the actual error.
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