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klarg
06-14-2010, 15:09
Plugin For L4d2

Description::You can spawn item for fort. Can rotate and grab object! You can set spawn limit, save\load your spawn object and more interesting!

You can do:


Rotate item
Remove item
Spawn Items
Spawn Menu
List you spawns
Remove Last item
Remove First item
Remove ALL items
Save items
Load itemsNew:
Add save system:
You can save your spawn object, with right angle and possition! You can set angles for objects. You can move object in XYZ grid


Plugin command:

fortspawn_minigun spawn a minigun
fortspawn_ammostack spawn an ammo stack
fortspawn_irondoor spawn a reinforced iron door
fortspawn_rotate rotate a item
fortspawn_remove remove an item, don't remove player by accident
fortspawn_enable |0 or 1| Enabling Plugin
fortspawn_admin |0 or 1| Enabling for admin only

fortspawn_menu Spawn menu
fortspawn_item Spawn item
fortspawn_save
fortspawn_load
fortspawn_move
fortspawn_ang

fortspawn_removeall Remove all your spawned items
fortspawn_removefirst Remove your first spawn
fortspawn_removelast Remove your last spawn
fortspawn_maxspawns how many you can spawn itemCFG file:

// 0: every client can build, 1: only admin can build
// -
// Default: "1"
fortspawn_admin "1"

// 0: disable FORT Spawner MOD, 1: enable MOD
// -
// Default: "1"
fortspawn_enable "1"

// max model spawns
// -
// Default: "30"
fortspawn_maxspawns "30"


Changelog:

ChangeLog:
0.9.0.0
realese
Cut some commands for non-work
0.9.1.6 (alpha)
Adding Spawn Item
Adding SpawnMenu
Fixing some code
0.9.2.3
Adding Grab function
0.9.8.7
Adding many item's in menu
Now work indoor and outdoor item
DELETE NON-USED command : {
fortspawn_Stairs spawn stairs
fortspawn_barricade spawn a Wooden Barricade
fortspawn_ministairs spawn Wooden miniStairs
fortspawn_box spawn big box
fortspawn_policebaricade spawn Police barricade
fortspawn_fence spawn fence
fortspawn_bigpolice spawn big Police barricade
}
1.0.0.0
Adding New Commands:
fortspawn_listmyspawns
fortspawn_removeall
fortspawn_removelast
fortspawn_removefirst
fortspawn_maxspawns
Adding config file
1.3.0.0
Adding Save\load system
1.4.0.0
Add new command:
fortspawn_move
fortspawn_ang
killed unnecessary code in grab function
some screenshots :wink: here (http://img215.imageshack.us/gal.php?g=c4m1milltowna0004.jpg)
screenshots (http://img17.imageshack.us/g/c5m5bridge0017.jpg/)
screenshots! 2 (http://img821.imageshack.us/g/c1m4atrium0013.jpg/)

TO-DO
:
Add new menu from file
Add spawn protection your item!
Add savemap function


how use move and ang
fortspawn_move XYZ distance example:
---
fortspawn_move Z 10 it's lift up in 10 unit!
---
fortspawn_ang XYZ in angles example:

fortspawn_ang 90 0 90

oh and aim to object

About Save\load system:

You need create file **\addons\sourcemod\data\maps\map.txt
Plugin save coordinate in this file!

http://img215.imageshack.us/i/c4m1milltowna0004.jpg/ http://img709.imageshack.us/i/c4m1milltowna0006.jpg/http://img6.imageshack.us/i/c4m1milltowna0007.jpg/http://img6.imageshack.us/i/c4m1milltowna0008.jpg/

Freako
06-15-2010, 01:37
Hi I have made for you one Customadminmenu. I hope this make you happy!
:)

you can add it in your config dir and rename it to adminmenu_custom.txt
or you copy and past the text in the adminmenu_custom.txt data.

klarg
06-15-2010, 06:59
Hi I have made for you one Customadminmenu. I hope this make you happy!
:)

you can add it in your config dir and rename it to adminmenu_custom.txt
or you copy and past the text in the adminmenu_custom.txt data.
Hello! Thanks you. It's will be temporary menu, I will code menu in plugin.

Frodo
06-15-2010, 11:18
"[Fort spawner] MOD disabled on server side" please help (i m new) help i don't no what to do...:cry:


(i put the "fortspawner" on lelft4dead2/lelft4dead2/addons/sourcemod/plugins
and the "adminmenu" on lelft4dead2/lelft4dead2/addons/sourcemod/configs/adminmenu_custom)

klarg
06-15-2010, 13:27
"[Fort spawner] MOD disabled on server side" please help (i m new) help i don't no what to do...:cry:


(i put the "fortspawner" on lelft4dead2/lelft4dead2/addons/sourcemod/plugins
and the "adminmenu" on lelft4dead2/lelft4dead2/addons/sourcemod/configs/adminmenu_custom)
fortspawn_enable 1 Enabling Plugin :wink::)

Frodo
06-15-2010, 14:19
thanks!!
thanks
XD
I'm really beginnerXD

Frodo
06-15-2010, 14:20
best plugin !!!!

Frodo
06-15-2010, 14:23
item rotate don't work?:shock:

Frodo
06-15-2010, 14:32
how do i rotate items?
excuse me being annoying:oops:

gamemann
06-15-2010, 14:59
how do i rotate items?
excuse me being annoying
probably bind and key to make it less anooying just go to the console and type this in the console: bind "<key>" "Fortspawn_rotate" for example: bind "a" "Fortspawn_rotate" and if that doesnt work try this typing this in the console: bind "<key>" "sm_Fortspawn_rotate" havent tested this plugin but there are some tips you may want to try :)

Freako
06-15-2010, 16:05
I dont now why it is not work with item rotate in my coustem menu :/
and enable and disable plugin too -.-*

Frodo
06-15-2010, 16:50
ok thanks:)

Frodo
06-15-2010, 17:24
the "bind" didn't work..
i will wait...for the update XD
cool plugin..:)

Freako
06-15-2010, 22:37
The Problem is the rotate is very Very VERY LOW xD
i use a other plugin to enable ent_rotate and with this plugin can i spwan what ever i want! ^^

tommy76
06-16-2010, 02:52
Here, maybe this will help you. I attached my L4D2 version of buildmenu. It is based on left fort dead. It includes a menu and a bunch of other things. It is made to be easy to add stuff to it.

I been away so I haven't tried it in three months. I planned on releasing it, but didn't find the time to clean it up. I started it about a year ago with L4D1. There may be some leftover L4D1 stuff in it.

Feel free to use any of the code. Let me know if you have any problems with it, I'll try to help you out.

klarg
06-16-2010, 04:20
how do i rotate items?
excuse me being annoying:oops:
fortspawn_rotate (degrees)
example fortspawn_rotate 45 This will turn the object 45 degrees



Here, maybe this will help you. I attached my L4D2 version of buildmenu. It is based on left fort dead. It includes a menu and a bunch of other things. It is made to be easy to add stuff to it.

I been away so I haven't tried it in three months. I planned on releasing it, but didn't find the time to clean it up. I started it about a year ago with L4D1. There may be some leftover L4D1 stuff in it.

Feel free to use any of the code. Let me know if you have any problems with it, I'll try to help you out.

Thx you tommy76. I think its good work!

and again a special thank you for your code and for your help

klarg
06-16-2010, 05:52
Plugin Update
ChangeLog:
0.9.0.0
realese
Cut some commands for non-work
0.9.1.6 (alpha)
Adding Spawn Item
Adding SpawnMenu
Fixing some code

Frodo
06-16-2010, 15:09
what I do now ? sorry need help...
download again the plugin?
delete the commands in adminmenu_custom?
sorry me being annoying ... but i donīt know that to do....

klarg
06-16-2010, 15:14
Frodo
Just download

Frodo
06-16-2010, 15:17
and what download your or tommy76?
don't delete the commads?

klarg
06-16-2010, 15:19
Frodo
Download my plugin, in first message.

Frodo
06-16-2010, 15:40
yes and..?

koles_pl
06-16-2010, 15:44
This is great :) I would love to see gmod in L4D2, smells like new gamemode!

Frodo
06-16-2010, 15:57
don't need help
already have a solution
thanks best plugin evar XD

flud
06-16-2010, 21:58
my small script to move stuff, not perfect but something

koles_pl
06-17-2010, 04:49
Gmod gun or at least gravity gun would be great :) or sumthin like that

klarg
06-17-2010, 04:54
koles pl
hey it will be great... but now use script Flud...

Elektramode
06-17-2010, 14:44
my small script to move stuff, not perfect but something

how do u even use the grab thingy.

flud
06-17-2010, 17:14
bind "x" "+grab"

klarg
06-18-2010, 07:21
Plugin update
0.9.0.0
realese
Cut some commands for non-work
0.9.1.6 (alpha)
Adding Spawn Item
Adding SpawnMenu
Fixing some code
0.9.2.3
Adding Grab function

klarg
06-18-2010, 17:40
New Plugin Update
ChangeLog:
0.9.0.0
realese
Cut some commands for non-work
0.9.1.6 (alpha)
Adding Spawn Item
Adding SpawnMenu
Fixing some code
0.9.2.3
Adding Grab function
0.9.8.7
Adding many item's in menu
Now work indoor and outdoor item
DELETE NON-USED command : {
fortspawn_Stairs spawn stairs
fortspawn_barricade spawn a Wooden Barricade
fortspawn_ministairs spawn Wooden miniStairs
fortspawn_box spawn big box
fortspawn_policebaricade spawn Police barricade
fortspawn_fence spawn fence
fortspawn_bigpolice spawn big Police barricade
}

alainsiow
06-19-2010, 18:11
hey!!help pls...when i host a game i cant use menu!!but i join my frens it works!!but my frens cannot :( if u can fix it pls

klarg
06-20-2010, 06:45
hey!!help pls...when i host a game i cant use menu!!but i join my frens it works!!but my frens cannot :( if u can fix it pls
hello, do you have error message in console?

Elektramode
06-20-2010, 08:39
iv noticed also with the new version the menu won't work... iv enabled the plugin and all... but only the minigun and door spawn works... not props

klarg
06-20-2010, 09:49
what is other plugin you use?
i don't now what is your problem... me need more information... maybe you use in singleplayer?

Elektramode
06-20-2010, 11:15
acctually i used it in survival.... but I'm not sure if my plugins conflict with this 1... however.. I will remove my latest plugins.... if nothing happens... them yeh.. ummm

ZombieHunterX
06-20-2010, 11:45
well it works for me,i can spawn any item i way (although mall atrium stairs get spawned 100 feet away,it doesnt spawn on where you aim,it spawn somewhere else,sometimes i cant even find where i spawned it.)
and maybe you should add X,Y and Z rotation. now we can only turn it around.:cry:

luluone
06-23-2010, 03:58
Help, how you I spawn item with fortspawn_spawnitem? Second problem atrium stairs is a HUGE piece; please try to get another smaller piece with a Tall stairs.

klarg
06-24-2010, 09:02
acctually i used it in survival.... but I'm not sure if my plugins conflict with this 1... however.. I will remove my latest plugins.... if nothing happens... them yeh.. ummm

well it works for me,i can spawn any item i way (although mall atrium stairs get spawned 100 feet away,it doesnt spawn on where you aim,it spawn somewhere else,sometimes i cant even find where i spawned it.)
and maybe you should add X,Y and Z rotation. now we can only turn it around.:cry:
wtf... i know that other peole have work menu...
Help, how you I spawn item with fortspawn_spawnitem? Second problem atrium stairs is a HUGE piece; please try to get another smaller piece with a Tall stairs.
Usage: fortspawn_spawnitem d|p i|a /filename.mdl 1 -1
d = dynamic item, p = physics item
i = spawn in front of you
a = spawn at where you aim
1 = place facing toward you
-1 = place facing against you

luluone
06-24-2010, 10:06
Yes i got the fortspawn_spawnitem command but how to use it, I have tried every steps given from the plugin, can you show a example for item spawn with (fortspawn_spawnitem)

klarg
06-24-2010, 10:17
Yes i got the fortspawn_spawnitem command but how to use it, I have tried every steps given from the plugin, can you show a example for item spawn with (fortspawn_spawnitem)
fortspawn_item d a models/props_exteriors/wood_stairs_120.mdl

luluone
06-24-2010, 10:26
fortspawn_item d a models/props_exteriors/wood_stairs_120.mdl

then how about the [1/-1] command?

klarg
06-24-2010, 13:39
then how about the [1/-1] command?
you may don't use it, if you won't

alainsiow
06-27-2010, 06:09
no..doesnt have any error msg in my console..um...i mean...if i am the one who host the game...the menu wont work...(others thing works fine,like minigun,irondoor)but only the menu doesnt work...my fren host a game,he also cant acess the menu,i am joiner but i can acess it!!!i mean only the 1 who host the game cant acess to the menu(sry for late reply)

luluone
06-27-2010, 06:20
Hahehohoho, ROFL, Alain a.k.a Hunterkiller you have to enable the fortspawn_enable 1 to allow admin to use [!,/]fortspwan_menu,if you still looking for good plugin email me at ([email protected])>> sry GM i just connecting with my friend here.

alainsiow
06-27-2010, 07:24
Hahehohoho, ROFL, Alain a.k.a Hunterkiller you have to enable the fortspawn_enable 1 to allow admin to use [!,/]fortspwan_menu,if you still looking for good plugin email me at ([email protected])>> sry GM i just connecting with my friend here.
zzz....sure enable already!!!if doesnt enable how minigun can spawn??THE PROBLEM IS THE MENU!!!

ZombieHunterX
06-27-2010, 07:59
zzz....sure enable already!!!if doesnt enable how minigun can spawn??THE PROBLEM IS THE MENU!!!
:shock:learn to write properly.
ur problems: 1: It doesnt enable
2: u cant spawn a minigun
3: menu doesnt work.
well: in ur console Fortspawn_enable 1 should enable it. then menu should work too. if it doesnt it then your sourcemod is screwed up/a plugin is conflicting with the fortspawn plugin.
and minigun,should work too when menu works.

kentoh89
06-28-2010, 03:31
I typed fortspawn_enable 1, then typed fortspawn_menu but it didn't work...
Any ideasto get it to show:cry:? :grrr:

klarg
06-30-2010, 11:10
Now Have config file(cfg)
// 0: every client can build, 1: only admin can build
// -
// Default: "1"
fortspawn_admin "1"

// 0: disable FORT Spawner MOD, 1: enable MOD
// -
// Default: "1"
fortspawn_enable "1"

// max model spawns
// -
// Default: "30"
fortspawn_maxspawns "30"


ChangeLog:
0.9.0.0
realese
Cut some commands for non-work
0.9.1.6 (alpha)
Adding Spawn Item
Adding SpawnMenu
Fixing some code
0.9.2.3
Adding Grab function
0.9.8.7
Adding many item's in menu
Now work indoor and outdoor item
DELETE NON-USED command : {
fortspawn_Stairs spawn stairs
fortspawn_barricade spawn a Wooden Barricade
fortspawn_ministairs spawn Wooden miniStairs
fortspawn_box spawn big box
fortspawn_policebaricade spawn Police barricade
fortspawn_fence spawn fence
fortspawn_bigpolice spawn big Police barricade
}
1.0.0.0
Adding New Commands:
fortspawn_listmyspawns
fortspawn_removeall
fortspawn_removelast
fortspawn_removefirst
fortspawn_maxspawns
Adding config file
Maybe i fixed some code in menu. it's should work.
I don't know why menu don't work for you...
But I know that many my friend's have working menu

Frodo
07-03-2010, 05:55
new update work fine ...like the others
:):):):!:

Searcher64
07-03-2010, 07:47
There's a problem with +grab. It only works with the first person who uses it. If another person tries to use +grab after the first person, the item will just parent to the first person instead of the second person. Fix for this? Maybe you can also add OWNERSHIP to the items so other people can't delete other people's stuff except the admins. And can you remove some of the unremovable items such as the big stairs spawn? They can't removed unless you do !removelast :(

Also can you add a save function? like !savebuild, and then !loadbuild and it would save what you spawned in its exact place, and then it would spawn again in its exact place when new round starts

alainsiow
07-03-2010, 09:46
:shock:learn to write properly.
ur problems: 1: It doesnt enable
2: u cant spawn a minigun
3: menu doesnt work.
well: in ur console Fortspawn_enable 1 should enable it. then menu should work too. if it doesnt it then your sourcemod is screwed up/a plugin is conflicting with the fortspawn plugin.
and minigun,should work too when menu works.okok.....i can spawn anything!!!! with fortspawn,thats mean the fortspawn works properly...,the only thing is i cant use the menu (if i am the 1 who host)while i typed fortspawn_menu...,i jonied my friend's game(he also got fortspawn),then he cant use the menu...but i can(cuz i am "joiner") and why does everyone say i doesnt enable the fortspawn<<<<<<<(noob does it),the only problem is menu....sry wrote kinda angry

alainsiow
07-03-2010, 11:06
WTH....i downloaded the new version of fortspawn it doesnt work for spawning stuff(enable 1 already),but fortspawn_rotate,fortspawn_remove works! help.....

klarg
07-04-2010, 06:52
There's a problem with +grab. It only works with the first person who uses it. If another person tries to use +grab after the first person, the item will just parent to the first person instead of the second person. Fix for this? Maybe you can also add OWNERSHIP to the items so other people can't delete other people's stuff except the admins. And can you remove some of the unremovable items such as the big stairs spawn? They can't removed unless you do !removelast :(

Also can you add a save function? like !savebuild, and then !loadbuild and it would save what you spawned in its exact place, and then it would spawn again in its exact place when new round starts

I will be work on that, but not now :cry:,when there will be free time, I will definitely work on this.
possibly that I had planned, soon to be realese.

Searcher64
07-04-2010, 07:28
And just another suggestion, maybe you can add a command called !rise? :D I've seen it on my favorite Half Life 2: Deathmatch servers that has their own build systems. Here's my big list of suggestions :)



Add ownership to items except from admins
Add !rise (!rise 1, !rise -1 to move items up and down in the same place)
Block +grab from being used on players
Block fortspawn_remove from being used on players
Remove the unremovables
Add the save function! :D
Stop menu from disappearing after choosing an option in "Controls"(?)
Fix bug where map-made ladders are not working after a certain amount of time (not sure if this plugin is the prob)
Add climbable ladders!!!! :D
Add working lights! (such as spotlights)

Maybe this can be a big big big big big big big big big big big big big update!

By the way, when you have the time, can you add the code to this also? :) Cause I changed some wording around so it would be easier to know what the spawns are. I also added sv_cheats options and added spawning medkits and pills, moved some spawns to other categories so they would fit, changed commands, removed the unremovable objects, and added new spawning objects. thanks!:D I hope this will be the best building mod ever for L4D2.

klarg
07-04-2010, 13:45
And just another suggestion, maybe you can add a command called !rise? :D I've seen it on my favorite Half Life 2: Deathmatch servers that has their own build systems. Here's my big list of suggestions :)



Add ownership to items except from admins
Add !rise (!rise 1, !rise -1 to move items up and down in the same place)
Block +grab from being used on players
Block fortspawn_remove from being used on players
Remove the unremovables
Add the save function! :D
Stop menu from disappearing after choosing an option in "Controls"(?)
Fix bug where map-made ladders are not working after a certain amount of time (not sure if this plugin is the prob)
Add climbable ladders!!!! :D
Add working lights! (such as spotlights)

Maybe this can be a big big big big big big big big big big big big big update!

By the way, when you have the time, can you add the code to this also? :) Cause I changed some wording around so it would be easier to know what the spawns are. I also added sv_cheats options and added spawning medkits and pills, moved some spawns to other categories so they would fit, changed commands, removed the unremovable objects, and added new spawning objects. thanks!:D I hope this will be the best building mod ever for L4D2.
:shock::shock::shock::shock:
it's work for non one user... it's needest team working

Searcher64
07-04-2010, 22:36
Another one :O

11. The fix for +grab view

Aww come on XD You were skilled enough to write the whole plugin! Why not this? Besides, they're just suggestions :)

_______________________________EDIT DOWN HERE

Another Bug: Object (ent:555) removed, but not in any player spawned list. You still have 27 spawned objects.

This was when I deleted a safe room door someone made. It says that it's not in anyone's spawn list but it is....0_o

Frodo
07-06-2010, 17:20
those are good ideas :):)!!!

water_cat1
07-06-2010, 19:15
no wait. found a window. YES!!!
However i have found quite a few that pop errors or do not appear. I am goin to try another map, then give you a list. although it would be great if i could change the menu via config file.

jack pete
07-07-2010, 16:26
hi, can someone explain to me how i install and use this plugin, i am desperate to get this working thankssss !!

where do i put the download'd files etc?? thanksss

marcovit
07-07-2010, 18:49
The old leftfortdead works on l4d2, only problem is that static stuff just falls down like stairs or colums.. is it fixed in this version?

water_cat1
07-07-2010, 19:10
if you physics spawn an object, it will fall. you want to spawn it use the dynamic obtion. I tried the old leftfortdead, and my server crashed each time.

also with this plugin, is there a way to specify prop_physics_create or prop_dynamic_create equivalent? looks to me there is only one option (fortspawn_item), the old leftfortdead you were able to specify by following the command with p or d.

marcovit
07-07-2010, 19:19
u must edit the spawn list, some items will crash the servers and remove the dynamic.

There is a other plugin that is made of leftfortdead, he couldnt get the dynamic to work either.

Frodo
07-07-2010, 19:34
jack pete you only need to put the plugin in the Steam\steamapps\common\left 4 dead 2\left 4 dead 2\addons\sourcemod\plugins.
I only download the plugin...

:)

jack pete
07-07-2010, 20:45
i have had a look and i only have the folders Steam\steamapps\common\left 4 dead 2\left 4 dead 2\addons


i dont have these folders after addons - \sourcemod\plugins

sorry for being a noob :cry: ?

water_cat1
07-07-2010, 21:33
the plugin i used to use for spawning objects was build enabler. to have something remain stationary, you have to use dynamic spawn. if you removed it, well that is obviously why things fell over.

jack pete, you need to install sourcemod for any 'plugins' to work as they 'plugin' to sourcemod. helpful video (http://www.youtube.com/watch?v=aaGPLFh0SHQ)

Frodo
07-08-2010, 02:30
:shock: you have install the sourcemod....??
:|
if you don't have sourcemod... see the "helpful video" of water cat1 ...

Dayto123
07-08-2010, 03:04
is there a reason alot of these props are errors for me and if so could u help me out and also is there a way u could bring the admin and build menu together?

water_cat1
07-08-2010, 03:19
Dayto123, I also noticed there are alot of errors :| . If you download the source you can easily edit the menu yourself (code is nicely labeled). To put something in the admin menu you have to edit adminmenu_custom.txt in addons\sourcemod\configs. help with how to do it (http://wiki.alliedmods.net/Custom_Admin_Menu_%28SourceMod%29)

Here is the part of my adminmenu with some objects i found before fortspawn, there is more i am going to add but it should give you an idea of what you can do.
"Commands"
{
"BuildItems"
{
"fortspawn"
{
"cmd" "@1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "fortspawn_remove"
"1." "Delete Object"
"2" "fortspawn_rotate +5"
"2." "5 Degree rotate Clockwise"
"3" "fortspawn_rotate -5"
"3." "5 Degree rotate Anticlockwise"
"4" "fortspawn_irondoor"
"4." "Saferoom Door"
"5" "fortspawn_ammostack"
"5." "Ammo Pile"
"6" "fortspawn_minigun"
"6." "Minigun"
}
}
"Spawn Props(common)"
{
"cmd" "fortspawn_item d a @1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "models/props_mall/column_03.mdl"
"1." "normal column"
"2" "models/props_mall/column_05.mdl"
"2." "Large column"
"3" "models/props_crates/static_crate_40.mdl"
"3." "Crate"
"4" "models/props_fortifications/barricade001_128_reference.mdl"
"4." "small chainlink fence"
"5" "models/props_urban/fence001_256.mdl"
"5." "large chainlink fence"
"6" "models/props_urban/wood_fence002_256.mdl"
"6." "large wooden fence"
"7" "models/props_interiors/stair_metal_02.mdl"
"7." "Stackable metal stairs"
}
}
"Spawn Props(uncommon)"
{
"cmd" "fortspawn_item d a @1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "models/props_mall/column_02.mdl"
"1." "Short column"
"2" "models/props_vehicles/ambulance.mdl"
"2." "Ambulance"
"3" "models/props_urban/gate_wall003_32.mdl"
"3." "Metal fence 32"
"4" "models/props_urban/gate_wall003_64.mdl"
"4." "Metalfence 64"
"5" "models/props_urban/gate_wall003_128.mdl"
"5." "Metal fence 128"
"6" "models/props_urban/gate_wall_gate001_64.mdl"
"6." "Metal fence gate"
"7" "models/props_urban/dock_ramp001.mdl"
"7." "Long ramp"
"8" "models/props_misc/triage_tent.mdl"
"8." "Tent"
"9" "models/props_fortifications/barricade_gate001_64_reference.mdl"
"9." "Small Baracade"
"10" "models/props_vehicles/mall_banner.mdl"
"10." "Mall Banner"
"11" "models/props_fairgrounds\drum_riser.mdl"
"11." "Raised Platform"
"12" "models/props_swamp\ferry.mdl"
"12." "Iron Roof"
"13" "models/props_mall\mall_register.mdl"
"13." "Double Desk"
"14" "models/props_fortifications/concrete_block001_128_reference.mdl"
"14." "Concrete Barrier"
"15" "models/props_mall\mall_escalator.mdl"
"15." "Escalator"
}
}
}
}

Dayto123
07-08-2010, 03:26
Dayto123, I also noticed there are alot of errors :| . If you download the source you can easily edit the menu yourself (code is nicely labeled). To put something in the admin menu you have to edit adminmenu_custom.txt in addons\sourcemod\configs. help with how to do it (http://wiki.alliedmods.net/Custom_Admin_Menu_%28SourceMod%29)

Here is the part of my adminmenu with some objects i found before fortspawn, there is more i am going to add but it should give you an idea of what you can do.
"Commands"
{
"BuildItems"
{
"fortspawn"
{
"cmd" "@1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "fortspawn_remove"
"1." "Delete Object"
"2" "fortspawn_rotate +5"
"2." "5 Degree rotate Clockwise"
"3" "fortspawn_rotate -5"
"3." "5 Degree rotate Anticlockwise"
"4" "fortspawn_irondoor"
"4." "Saferoom Door"
"5" "fortspawn_ammostack"
"5." "Ammo Pile"
"6" "fortspawn_minigun"
"6." "Minigun"
}
}
"Spawn Props(common)"
{
"cmd" "fortspawn_item d a @1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "models/props_mall/column_03.mdl"
"1." "normal column"
"2" "models/props_mall/column_05.mdl"
"2." "Large column"
"3" "models/props_crates/static_crate_40.mdl"
"3." "Crate"
"4" "models/props_fortifications/barricade001_128_reference.mdl"
"4." "small chainlink fence"
"5" "models/props_urban/fence001_256.mdl"
"5." "large chainlink fence"
"6" "models/props_urban/wood_fence002_256.mdl"
"6." "large wooden fence"
"7" "models/props_interiors/stair_metal_02.mdl"
"7." "Stackable metal stairs"
}
}
"Spawn Props(uncommon)"
{
"cmd" "fortspawn_item d a @1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "models/props_mall/column_02.mdl"
"1." "Short column"
"2" "models/props_vehicles/ambulance.mdl"
"2." "Ambulance"
"3" "models/props_urban/gate_wall003_32.mdl"
"3." "Metal fence 32"
"4" "models/props_urban/gate_wall003_64.mdl"
"4." "Metalfence 64"
"5" "models/props_urban/gate_wall003_128.mdl"
"5." "Metal fence 128"
"6" "models/props_urban/gate_wall_gate001_64.mdl"
"6." "Metal fence gate"
"7" "models/props_urban/dock_ramp001.mdl"
"7." "Long ramp"
"8" "models/props_misc/triage_tent.mdl"
"8." "Tent"
"9" "models/props_fortifications/barricade_gate001_64_reference.mdl"
"9." "Small Baracade"
"10" "models/props_vehicles/mall_banner.mdl"
"10." "Mall Banner"
"11" "models/props_fairgrounds\drum_riser.mdl"
"11." "Raised Platform"
"12" "models/props_swamp\ferry.mdl"
"12." "Iron Roof"
"13" "models/props_mall\mall_register.mdl"
"13." "Double Desk"
"14" "models/props_fortifications/concrete_block001_128_reference.mdl"
"14." "Concrete Barrier"
"15" "models/props_mall\mall_escalator.mdl"
"15." "Escalator"
}
}
}
}
Thanks for the menu option man I love these plugins but they always have to many props that are errors then the worst part is when u cant delete the errors ohh that pisses me off
This is a video made while using this plugin http://www.youtube.com/watch?v=wQqV556llLk

Dayto123
07-08-2010, 03:32
A video of a base made by me and friends using this plugin and ssome binds Subscribe :):mrgreen:
http://www.youtube.com/watch?v=wQqV556llLk

Frodo
07-08-2010, 06:30
the video doesn't work for me...

Searcher64
07-08-2010, 07:14
Another idea :o Subcategories. I noticed this when I added like 30 items to the spawn list and the Indoor Items had 10 pages and I hate to press 9 constantly and took me a long time to search for a prop.

And another idea! Instead of rotating from left to right or right to left, why not up and down? :) I noticed that the build server in Half Life 2: Deathmatch had a rotating command that rotated objects up and down. This would be really good for ramps if people don't know how to really work with the stairs. :o

jack pete
07-08-2010, 11:21
woo got it working

Elektramode
07-08-2010, 12:17
read what it asks you 0_0

Dayto123
07-08-2010, 12:19
Dayto123, I also noticed there are alot of errors :| . If you download the source you can easily edit the menu yourself (code is nicely labeled). To put something in the admin menu you have to edit adminmenu_custom.txt in addons\sourcemod\configs. help with how to do it (http://wiki.alliedmods.net/Custom_Admin_Menu_%28SourceMod%29)

Here is the part of my adminmenu with some objects i found before fortspawn, there is more i am going to add but it should give you an idea of what you can do.
"Commands"
{
"BuildItems"
{
"fortspawn"
{
"cmd" "@1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "fortspawn_remove"
"1." "Delete Object"
"2" "fortspawn_rotate +5"
"2." "5 Degree rotate Clockwise"
"3" "fortspawn_rotate -5"
"3." "5 Degree rotate Anticlockwise"
"4" "fortspawn_irondoor"
"4." "Saferoom Door"
"5" "fortspawn_ammostack"
"5." "Ammo Pile"
"6" "fortspawn_minigun"
"6." "Minigun"
}
}
"Spawn Props(common)"
{
"cmd" "fortspawn_item d a @1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "models/props_mall/column_03.mdl"
"1." "normal column"
"2" "models/props_mall/column_05.mdl"
"2." "Large column"
"3" "models/props_crates/static_crate_40.mdl"
"3." "Crate"
"4" "models/props_fortifications/barricade001_128_reference.mdl"
"4." "small chainlink fence"
"5" "models/props_urban/fence001_256.mdl"
"5." "large chainlink fence"
"6" "models/props_urban/wood_fence002_256.mdl"
"6." "large wooden fence"
"7" "models/props_interiors/stair_metal_02.mdl"
"7." "Stackable metal stairs"
}
}
"Spawn Props(uncommon)"
{
"cmd" "fortspawn_item d a @1"
"admin" "sm_generic"
"execute" "player"
"1"
{
"1" "models/props_mall/column_02.mdl"
"1." "Short column"
"2" "models/props_vehicles/ambulance.mdl"
"2." "Ambulance"
"3" "models/props_urban/gate_wall003_32.mdl"
"3." "Metal fence 32"
"4" "models/props_urban/gate_wall003_64.mdl"
"4." "Metalfence 64"
"5" "models/props_urban/gate_wall003_128.mdl"
"5." "Metal fence 128"
"6" "models/props_urban/gate_wall_gate001_64.mdl"
"6." "Metal fence gate"
"7" "models/props_urban/dock_ramp001.mdl"
"7." "Long ramp"
"8" "models/props_misc/triage_tent.mdl"
"8." "Tent"
"9" "models/props_fortifications/barricade_gate001_64_reference.mdl"
"9." "Small Baracade"
"10" "models/props_vehicles/mall_banner.mdl"
"10." "Mall Banner"
"11" "models/props_fairgrounds\drum_riser.mdl"
"11." "Raised Platform"
"12" "models/props_swamp\ferry.mdl"
"12." "Iron Roof"
"13" "models/props_mall\mall_register.mdl"
"13." "Double Desk"
"14" "models/props_fortifications/concrete_block001_128_reference.mdl"
"14." "Concrete Barrier"
"15" "models/props_mall\mall_escalator.mdl"
"15." "Escalator"
}
}
}
}
Thanks for the menu option dont worry im preety pro with the admin menu stuff and i will use it

Dayto123
07-08-2010, 12:24
the video doesn't work for me...
ya its having errors reoploading i will give new link when its done

Dayto123
07-08-2010, 12:46
http://www.youtube.com/watch?v=kFFIpOQ4_8E heres the video works fine watch subscribe ( this plugin was used in the making of this movie:mrgreen:

jack pete
07-08-2010, 14:15
how do you spawn, weopons, health kits pills etc?? :)

Dayto123
07-08-2010, 14:57
how do you spawn, weopons, health kits pills etc?? :)
thre is a plugin u can get dont remember name look

water_cat1
07-09-2010, 03:40
Another idea :o Subcategories. <snip>

And another idea! Instead of rotating from left to right or right to left, why not up and down? :) I noticed that the build server in Half Life 2: Deathmatch had a rotating command that rotated objects up and down. This would be really good for ramps if people don't know how to really work with the stairs. :o

If you look at the wiki there is an page (http://wiki.alliedmods.net/Menu_API_%28SourceMod%29) on menus, im sure you can edit the source to have more subcatagories.

it would be good to be able to do that. however i usually build 'scafolding' out of coloumns to get the right angle. I always tell people who join the server that each object has an 'anchor point' that the object rotates around.

how do you spawn, weopons, health kits pills etc?? :)

for admin spawning i use weapon/zombiespawner, info here (http://forums.alliedmods.net/showthread.php?t=109659), but latest download here (http://forums.alliedmods.net/showpost.php?p=1171864&postcount=323)
I dont use this, but there is also all4dead modification (http://forums.alliedmods.net/showpost.php?p=1202999&postcount=402)

I then make normal players have to earn points with this item buying system (http://forums.alliedmods.net/showpost.php?p=1166103&postcount=212)

Dayto123: nice video, i should make a video of a base i make. Also if you ever encounter anti-cheating spitter goo, use that "normal column" as your floor height indicator.

I have also revised this plugins menu, cuting a great number of objects i find useless or ugly and using objects i am pretty sure are errorless, bar a few from the plugin that i have tested, but forgotten what the result was and they sounded useful.

marcovit
07-09-2010, 05:40
I have also revised this plugins menu, cuting a great number of objects i find useless or ugly and using objects i am pretty sure are errorless, bar a few from the plugin that i have tested, but forgotten what the result was and they sounded useful.

I gonna edit the item list to, stupid error's :wink:
maybe adding some of the old plugin that do work :bacon:

Can u remove the text "enable for admin only" or "enable for non-admin users" if a non-adminl user is using it?
Can u remove the spawn limit for admin users?
Can u make a admin option to remove all the spawn items of a certain user? (and while your at it, all the users :p)

It already is a awsome mod (h)

jack pete
07-09-2010, 06:25
thanks for all your help, one last thing, theres is a cap on how much you can spawn (30) can this be changed so you can spawn more items at once? for example, 50 at once?

marcovit
07-09-2010, 07:27
thanks for all your help, one last thing, theres is a cap on how much you can spawn (30) can this be changed so you can spawn more items at once? for example, 50 at once?

U can change that with fortspawn_maxspawns "30"
Look in the FortSpawner.cfg file

path: Steam\steamapps\common\left 4 dead 2\left4dead2\cfg\sourcemod/

jack pete
07-09-2010, 19:44
the file sourcemod.vdf in metamod is now making my game crash when i start a game from a lobby since a steam update, any ideas?

i re installed l4d2

reformat pc? lol ? thanks in advacned

water_cat1
07-09-2010, 20:42
I gonna edit the item list to, stupid error's :wink:
maybe adding some of the old plugin that do work :bacon:

Can u remove the text "enable for admin only" or "enable for non-admin users" if a non-adminl user is using it?
Can u remove the spawn limit for admin users?
Can u make a admin option to remove all the spawn items of a certain user? (and while your at it, all the users :p)

It already is a awsome mod (h)

how about you take them off the menu from his plugin, and put it in the admin menu :wink:
remove all? i like the sound of that :twisted:

Searcher64
07-09-2010, 21:16
Big list of requests all into one post :)


Add



Ownership of Objects
Add !rise (!rise 1, !rise -1 to move items up and down in the same place)
Add the save function where you can save what you built and reload it, and a database that shows what you saved. For example !showsave
Add climbable ladders
Add working lights such as spotlights
View restrictions for build menu
Subcategories for categories such as "Kitchen" or "Living Room" in "Indoor" category.
Command to remove all objects of a player or remove all objects of all players except/with admins objects.
Rotating command from up and down instead of the normal left to right/right to left.

Remove



The un-removables

Block



Block +grab from being used on players

Fix



Menus disappearing from one page back to the first page when you press an option
Ladders stop working after an amount of time when you start building (?)
+Grab viewing problems
Fortspawn_remove from being used on map-made objects
The text when you remove an object spawned by someone and it says that it's not owned by anyone

Thx! btw, I can't do it myself because I can't script. I only copied some code from part of the .sp file o_o

updated 7/10

water_cat1
07-10-2010, 00:11
Big list of requests all into one post :)
Add


Ownership of Objects
Add !rise (!rise 1, !rise -1 to move items up and down in the same place)
Add the save function where you can save what you built and reload it.
Add climbable ladders
Add working lights such as spotlights
View restrictions for build menu
Subcategories for categories such as "Kitchen" or "Living Room" in "Indoor" category.
Command to remove all objects of a player or remove all objects of all players except/with admins objects.
Rotating command from up and down instead of the normal left to right/right to left.

Remove


The un-removables

Block


Block +grab from being used on players

Fix


Menus disappearing from one page back to the first page when you press an option
Ladders stop working after an amount of time when you start building (?)
Fix +grab viewing problems

Thx! btw, I can't do it myself because I can't script. I only copied some code from part of the .sp file o_o

3. I think there is another plugin somewhere that you can save entities, but you have to do one at a time, and it spawns on all maps. Dont know if it can be done differently but it would be nice i it could be added.

4,5,8 YES!

6,7 can probably be done yourself, i think i linked to the wiki earlier, but i might try to do it myself. I know the admin menu can have view restrictions for certain levels of access, it would probably be easier to just cut the admin stuff from the plugin menu to the admin menu.

Fix- 2 - i dont know if its the plugins doing this to you, as i doubt it. but i have often accidently deleted the 'ladder object' while the visible object that looks like a ladder is still there.

marcovit
07-10-2010, 19:43
A problem with saving entries is that new users must load all those objects in 1 time, this will increase the load time by alot (if u have a big save)

This mod is already made for l4d1, dont know why it shouldt work for l4d2 :mrgreen:

The problem with grab is if u grab something lets say on height 100 it stays on height 100 even if u put in on a diffrent height like 0 or 200.

If u grab a stairs and then jump on the stairs u will fly off it :/


I removed all the error's object,
Removed the admin options like enable/disable (do that trough admin),
Put some objects under diffrent catagories,
Added rotate 180 degrees and rotate +10 (for the small rotations)

It aint much but it helps :mrgreen:

water_cat1
07-10-2010, 21:20
can you attach the source please, so that i can see the changes, and double check my list, get some good ideas, etc :mrgreen:

edit: i found our why we are seeing errors so much, you need to download l4d2 add on support. i thought i had it, but i didnt, and another guy did and actually saw what the things were.

marcovit
07-11-2010, 14:21
can you attach the source please, so that i can see the changes, and double check my list, get some good ideas, etc :mrgreen:

edit: i found our why we are seeing errors so much, you need to download l4d2 add on support. i thought i had it, but i didnt, and another guy did and actually saw what the things were.

Thanks for the advice ;)

This is good source file if u dont have the add on support :mrgreen:
I didnt change much, only removed a couple of items and put them in other catagories

water_cat1
07-12-2010, 05:00
Here is my revised menu for the plugin. Thanks to searcher for a great number of additional objects that were not in the original plugin and the additional usable doors.

Since i have the addon support now, i have not gotten rid of the objects that spawn errors if you do not have the tool.

The main improvement is the decorations menu now has sub menus of kitchen/dining, lounge/bedroom, other rooms, outdoors, misc decor. Also, build menu is accessable with !build and admin options are not available in menu for all to see.
Hopefully this will help everyone.

marcovit
07-12-2010, 06:40
I noticed some users that join the server will see error's object and not the real furniture/build stuff.

Is that because they dont have the add-on support? :|

Thanks for your menu btw :) great improvement

Searcher64
07-12-2010, 07:45
Well, seeing errors instead of models could be the cause of typos, or a non-existing model.

By the way, thanks for the new one water cat! (hehe, we're doing all the work for this author!)

marcovit
07-12-2010, 08:00
Well, seeing errors instead of models could be the cause of typos, or a non-existing model.

I tough that to but the other players are seeing the models, sometimes a certain user is seeing error's :|

Edit:

U can add more models if i like ;)

Searcher64
07-12-2010, 09:29
lol. I don't use a model list of put the models in the list. I use SDK model viewer

marcovit
07-12-2010, 09:55
lol. I don't use a model list of put the models in the list. I use SDK model viewer

That is a way to ^^
Just to keep it simple, a txt file :mrgreen:

water_cat1
07-12-2010, 16:36
thanks for the model list! I used a list on the l4d wiki, but it was for the prop_dynamic_create command, so i had to remove that and also add a "models/" before the object path.

If someone can see a model and someone else cant, it is most likely the latter does not have addon support, if noone sees the object, then it has an typo in the path or does not exist.

I'm going to continue with modifying the menu, adding interesting objects i find, and remove extremely useless objects (like those pipes I have seen). what i mainly want is more glass panes :mrgreen:

jack pete
07-13-2010, 13:10
hi again peeps, is there any way to stop people voting when on your local server for example,

i build an awsome base on survival then people join the game and do a vote, return to lobby or restard round

any way to stop voting on local server?

thanks in advanced

marcovit
07-13-2010, 15:05
hi again peeps, is there any way to stop people voting when on your local server for example,
i build an awsome base on survival then people join the game and do a vote, return to lobby or restard round
any way to stop voting on local server?

thanks in advanced

I use votemanager :wink:
I know how u feel, i disabled the whole "return to lobby" vote for normal users.. expect for admin ofcourse.

U can use veto or passvote
That allows u to let a vote pass or not even if u dont have enough votes.

http://forums.alliedmods.net/showthread.php?p=758719


I'm going to continue with modifying the menu, adding interesting objects i find, and remove extremely useless objects (like those pipes I have seen). what i mainly want is more glass panes :mrgreen:

Looking forward to it :mrgreen:

jack pete
07-13-2010, 15:23
Thanks Marcovit

do you know the command to stop lobby voting?

marcovit
07-13-2010, 19:08
That is only possible with votemanager or a other plugin.

With votemanager it's:

// Access level needed to start a return to lobby vote
l4d_vote_lobby_access "z"

U can find it in the Steam\steamapps\common\left 4 dead 2\left4dead2\cfg\sourcemod\sm_plugin_votemana ger2.cfg file

jack pete
07-13-2010, 21:02
i went to the folder where the file votemanager2.cfg file is and added the "z" to l4d_vote_lobby_access

im not shore how to explain this, but people can still vote return to lobby when on local server

i dont quite understand how to use this plugin :( any more help for the noob (me) thx

water_cat1
07-13-2010, 21:06
You should really be asking the questions of the plugin on the plugin thread.

but if you are using survival then there is another option for the return to lobby vote on survival. if you read the first page of the plugin it will often give some detailed information on how to use the commands, etc.

marcovit
07-15-2010, 14:25
Did u find any good items in the list yet water_cat?
I found a error in your modified plugin, cant remember what model it was :oops:

water_cat1
07-15-2010, 18:52
I have found a piece of glass thanks to that model list, super thin looking, all glass. But it can be stacked as the model 'edge' that you spawn off is larger than what the glass looks like.

Otherwise not much else new, the iron roof and german radio are the only ones that i have seen that are errors (iron roof i had used a \ instead of /, so thats easily fixed)

Dayto123
07-16-2010, 12:29
YES FIXED ALL OF THE ERRORS WHOOOT!!!!!!!!!

Searcher64
07-17-2010, 12:34
haha know that this is someone else's plugin

Dayto123
07-17-2010, 12:37
Could any body hep me out the update for l4d2 crashed my server and now when i try to put a newer source mod version on it just crashes what should i do?

water_cat1
07-17-2010, 19:30
http://forums.alliedmods.net/showthread.php?t=131893
often its more than one person with the problem. search and you shall find.

Searcher64
07-18-2010, 08:56
I wonder if the author is still working on this?

Dayto123
07-18-2010, 12:54
http://forums.alliedmods.net/showthread.php?t=131893
often its more than one person with the problem. search and you shall find.


thanks its fixed

klarg
07-19-2010, 07:41
Hi, everyone) sorry that i not answered :oops:. Currently, work on the plugin :wink: goes. But not so fast. Just in the command where I am, we are working on movie, so please wait. :wink:

SOMEPERSON
07-19-2010, 18:04
Hey is it just me or is it the plugin?
I can only spawn a saferoom door, a minigun, and a ammostack.

Searcher64
07-19-2010, 21:29
Hey klarg(or anyone whos willing to do it), maybe you could use this as a reference for the !save idea http://forums.alliedmods.net/showthread.php?t=81337

and it's just you. Everyone else could use it fine

marcovit
07-22-2010, 17:58
Hey is it just me or is it the plugin?
I can only spawn a saferoom door, a minigun, and a ammostack.


try fortspawn_menu, u get a list of the items

Black Haze
07-23-2010, 17:51
It aint remotely usable ingame yet, but my god this is awesome :D

Searcher64
07-23-2010, 17:52
It aint remotely usable ingame yet, but my god this is awesome :D

uh, what do you mean by "remotely usable"?

Black Haze
07-23-2010, 17:55
It aint really a game mode, it's fun to toy around in but there aint no goal.
This would be awesome if it for instance was some sort of Survival mod, in wich you could gain points for destroying zombies, which you could spend on items spawned by this mod. Increment the size of the horde with each wave, and you've got a fun as hell mod!

Searcher64
07-23-2010, 23:11
It aint really a game mode, it's fun to toy around in but there aint no goal.
This would be awesome if it for instance was some sort of Survival mod, in wich you could gain points for destroying zombies, which you could spend on items spawned by this mod. Increment the size of the horde with each wave, and you've got a fun as hell mod!

Hahaha, yeah, that would be great, but it would probably require a whole new plugin other than this because this is simply a build menu and commands.....and I don't think anyone here is up for making a new plugin for this "Survival Build" game mode :(

Dayto123
07-25-2010, 14:41
thanks for the model list! I used a list on the l4d wiki, but it was for the prop_dynamic_create command, so i had to remove that and also add a "models/" before the object path.

If someone can see a model and someone else cant, it is most likely the latter does not have addon support, if noone sees the object, then it has an typo in the path or does not exist.

I'm going to continue with modifying the menu, adding interesting objects i find, and remove extremely useless objects (like those pipes I have seen). what i mainly want is more glass panes :mrgreen:
lol u should realy jst get the build enabler plugin:mrgreen: than u can just copy and paste those prop dynamics rite into the admin menu

Searcher64
07-25-2010, 18:33
Here's an excerpt of my modified one


AddMenuItem(menu, "spawnitem d a models/props_interiors/bbq_grill.mdl 1", "BBQ Grill");
AddMenuItem(menu, "spawnitem d a models/props_interiors/bench01a.mdl 1", "Bench");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign01.mdl", "Military Sign");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign01_2.mdl", "Military Sign RA");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign02.mdl", "Military Sign KHAH");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign02_2.mdl", "Military Sign No Entry");
AddMenuItem(menu, "spawnitem d a models/props/cs_militia/mailbox01.mdl", "Mail Box");
AddMenuItem(menu, "spawnitem d a models/props_windows/window_industrial.mdl", "Window");
AddMenuItem(menu, "spawnitem d a models/props_windows/window_urban_apt.mdl", "Window 1");
AddMenuItem(menu, "spawnitem d a models/props_windows/window_urban_sash_48_88_full.mdl", "Window 2");

water_cat1
07-26-2010, 02:21
lol u should realy jst get the build enabler plugin:mrgreen: than u can just copy and paste those prop dynamics rite into the admin menu

well i do actually have that plugin. but only the admins know about that, and anyone who has the bindings. But with this plugin i can spawn glass that is normally breakable, but for some reason because of the way this plugin spawns it, it is unbreakable. And I am sure that that list did not have everything, and the file is more convenient for me.

Here's an excerpt of my modified one


AddMenuItem(menu, "spawnitem d a models/props_interiors/bbq_grill.mdl 1", "BBQ Grill");
AddMenuItem(menu, "spawnitem d a models/props_interiors/bench01a.mdl 1", "Bench");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign01.mdl", "Military Sign");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign01_2.mdl", "Military Sign RA");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign02.mdl", "Military Sign KHAH");
AddMenuItem(menu, "spawnitem d a models/props_misc/military_sign02_2.mdl", "Military Sign No Entry");
AddMenuItem(menu, "spawnitem d a models/props/cs_militia/mailbox01.mdl", "Mail Box");
AddMenuItem(menu, "spawnitem d a models/props_windows/window_industrial.mdl", "Window");
AddMenuItem(menu, "spawnitem d a models/props_windows/window_urban_apt.mdl", "Window 1");
AddMenuItem(menu, "spawnitem d a models/props_windows/window_urban_sash_48_88_full.mdl", "Window 2");

Thanks, i will try them out at a later time. life has gotten a bit busy lately, and after that will have a new game that i dont know how addicting it will be.

nIkbot
09-03-2010, 20:02
Grand, just waiting on verticle rotate and +/- height.

wonder1555
10-30-2010, 14:09
I have a question as i have been looking for an answer. Can u create props that give off light. so i can brighten a very dark room that my flashlight does not help with?

Herokim
11-14-2010, 11:42
I'd like to save objects which I spawn. I made a very fun house, which took me an hour, I don't want results of my building go nowhere. Any possibility I can save objects for e.g with stripper?

The Fub4r
11-15-2010, 11:28
I hope you make adding lights and changing height!
If you will make it i give this plugin a chance!

Skorpion1976
11-15-2010, 13:05
I'd like to save objects which I spawn. I made a very fun house, which took me an hour, I don't want results of my building go nowhere. Any possibility I can save objects for e.g with stripper?
There IS a way, actually it is a very old plugin from last year or even 2008, I donīt know, but it is working. It saves everything you created in a txt file, containing xyz coordinates, angle, modelname.

What to do:
1. create an empty file "map.txt" in this sourcemod directory: data/maps/*.*.
2. load the "saveit" plugin and join the game.
3. spawn 1 item, aim with the crosshair at it and type "!save".
You can now open the file in an editor and see the new item. The file structure is made in a format that does not work for stripper. There is another plugin, called mapchanges that works with this txt file. A buddy and me changed some lines in saveit.sp and called it "mapchanges". It can read mapname based .txt files that you create with "saveit" plugin.

After you finished saving all items for 1 map, copy the contents to a new file, named "mapname.txt", where "mapname" is your current mapname. Delete all contents of "map.txt" to make it ready for usage on next map. Using "!delete" removes an item from the txt file.

Itīs some work, I know, but once you went through the process for 1 map you get used to it. This does NOT work for usable items, like medkits, pills... We only use these 2 plugins for static objects, like crates, cars, stairs, railings, dumpsters... This is the content of the txt file I use for NoMercy c8m3:
"Vault"
{
"Furn"
{
"1" "14071 8084 -255 models/props_fortifications/sandbags_corner2.mdl 360 304 0"
"2" "13232 12029 15 models/props_vehicles/bus01.mdl 360 225 0"
"3" "13114 12401 8 models/props_street/police_barricade2.mdl 360 195 0"
"4" "13100 12288 8 models/props_street/police_barricade2.mdl 360 135 0"
"5" "12620 12408 65 models/props_fortifications/sandbags_line2.mdl 360 0 0"
"6" "12608 12202 64 models/props_fortifications/sandbags_corner3.mdl 360 136 0"
"7" "13895 11911 86 models/props_vehicles/tanker001a.mdl 360 0 0"
}
} You can use coordinates, angle, modelname for stripper map files of course.

bowbra100
11-28-2010, 16:52
help for some reason i can't even spawn the minigun or the iron door and it says created iron and door succseefully but doesn't spawn. Says the same thing with minigun please help please :cry::evil:

JayXsane
12-26-2010, 15:02
So could someone explain how this would work? Is this just an ADMIN thing or can anyone use it when it's turned on? Also, is it wrapped around the sv? (Much like this plugin (http://forums.alliedmods.net/showthread.php?t=109659) here)
What I'm asking is:
Does it use the sv convar's or does it have a wraparound for that so people can build in say, Survival, and still get the time?
Is this plugin only for admins or can an admin turn it on midgame, then regular people can say like... !fortbuild and get a list of items to build with (people without admin powers/pubs)?

Elektramode
12-27-2010, 16:34
So could someone explain how this would work? Is this just an ADMIN thing or can anyone use it when it's turned on? Also, is it wrapped around the sv? (Much like this plugin (http://forums.alliedmods.net/showthread.php?t=109659) here)
What I'm asking is:
Does it use the sv convar's or does it have a wraparound for that so people can build in say, Survival, and still get the time?
Is this plugin only for admins or can an admin turn it on midgame, then regular people can say like... !fortbuild and get a list of items to build with (people without admin powers/pubs)?

This plugin is set for admins, however can also be set for non-admins aswell.
This is similar to the weapons plugin which you linked to. Still being able to spawn by bypassing sv_cheats 1. But not really conflicting with it. And to access it its !fortspawn_menu

JayXsane
12-27-2010, 21:52
This plugin is set for admins, however can also be set for non-admins aswell.
This is similar to the weapons plugin which you linked to. Still being able to spawn by bypassing sv_cheats 1. But not really conflicting with it. And to access it its !fortspawn_menu

Oh ok, so I can put something like sm_cvar fortspawn_enable 0 into my server.cfg then during a friendly game, enable it (all in the while, having admin set to 0) and anyone can put the code you posted above for the menu?

Black Haze
12-28-2010, 06:22
Oh ok, so I can put something like sm_cvar fortspawn_enable 0 into my server.cfg then during a friendly game, enable it (all in the while, having admin set to 0) and anyone can put the code you posted above for the menu?

Well that is what the first post says innit?

ShanXin
04-13-2011, 19:31
I need help :o
I tried fortspawn_rotate, and even binded it, but it doesnt rotate! D:

Silvers
04-13-2011, 19:34
I need help :o
I tried fortspawn_rotate, and even binded it, but it doesnt rotate! D:

fortspawn_rotate +45.0


Plugin works great, thank you.

ShanXin
04-13-2011, 19:46
fortspawn_rotate +45.0


Plugin works great, thank you.
ty :)
But I cant seem to rotate the temp fence
its the 3rd button in "Most Used"

Silvers
04-13-2011, 19:56
You need to aim exactly on it...

ShanXin
04-13-2011, 22:01
You need to aim exactly on it...
w00t ty

xindong
04-22-2011, 23:24
Problem and proposal:
1. Some model is false
2. Can add a Max spawns (administrator) model?

tomitytom
04-25-2011, 14:56
Need help with binding the fortspawn_rotate 25 to a key as i can tget it to work

have tried


bind "<key>" "Fortspawn_rotate"
bind "a" "Fortspawn_rotate"
bind "<key>" "sm_Fortspawn_rotate"

any1 have help? do i need to have any commands in admin.simple?

i manage to bind m fortspawn_rotate but when i press m nothing moves

Silvers
04-25-2011, 16:13
Look a few posts up... :roll:

tomitytom
04-25-2011, 18:01
..

djgunner
04-28-2011, 20:03
im having trubble spawning my things it wont even let me spawn them pls help me !!

worminater
06-12-2011, 18:57
Can someone tell me how to turn off the notifications for this? I don't want it spamming the text chat area every time I spawn something.

Cheers

klarg
06-28-2011, 09:54
Omg! discussing this mod?! haha

Can someone tell me how to turn off the notifications for this? I don't want it spamming the text chat area every time I spawn something.

Cheers
see in code


I see, that i can update (maybe add anything new) it plugin... but it need?

klarg
07-02-2011, 10:54
UPDATE PLUGIN
add save\load system

Elektramode
07-02-2011, 11:11
Yay, save feature! This helps a lot thanks

klarg
07-02-2011, 12:38
Yay, save feature! This helps a lot thanks
I happy :)

Maybe i can do spawn protection(that newbie don't remove your props ;) So i need do it?

Elektramode
07-02-2011, 14:56
I happy :)

Maybe i can do spawn protection(that newbie don't remove your props ;) So i need do it?

Haha, well thats your choice there, I tend to have my server with admins on all the time, so if an assbandit comes around then it is impossible for him/her to troll. Though that does sound like a good idea to input.
Oh yeah and happy to say this works well with no issues, helps a lot with my minigames and forts. ty.

Frodo
07-03-2011, 19:08
Someone help me here in the code?:shock:
I'm trying to create two models simultaneously, in the same position:
models/props_vehicles/airliner_finale_left.mdl
models/props_vehicles/airliner_finale_right.mdl

I do not know much about programming :? but am trying to learn. Already evolved a bit, but I need help in this part :gyar:

Boycey
07-05-2011, 04:33
G'day,

We're using the fortspawner plugin, thanks to all who worked on it!

We (Paradoxical) had a need to be able to load saved entities OnMapStart so I tweaked the plugin slightly.

Find attached a patch to the original source and newly compiled version.

We're now using spawned entities to prevent map glitching like on c1m1_hotel (can attach map.txt if any one wants it)

Thanks! :)

klarg
07-05-2011, 04:37
G'day,

We're using the fortspawner plugin, thanks to all who worked on it!

We (Paradoxical) had a need to be able to load saved entities OnMapStart so I tweaked the plugin slightly.

Find attached a patch to the original source and newly compiled version.

We're now using spawned entities to prevent map glitching like on c1m1_hotel (can attach map.txt if any one wants it)

Thanks! :)
So what new in this version? :) I am add save\load function

Boycey
07-05-2011, 04:57
The only thing I added was to load any saved entities on map start, so you don't need to say !fortspawn_load at the beginning of every round :)

klarg
07-05-2011, 05:06
The only thing I added was to load any saved entities on map start, so you don't need to say !fortspawn_load at the beginning of every round :)
why? It's not very convenient. But it's yours business =)
omg sorry if you don't understand me =) it's my bad english

irogue
07-05-2011, 05:57
I find it very convenient becuase if i as admin am not on the server like dead center and my clients are used to the glitch spots on it being blocked atleast now i don't have to be on the server to !fortspawn_load and it will automatically do this now.

It is a great addition to a great plugin, hope it keeps evolving personally.

would love to see the option to rotate objects based on roll or pitch so to speak aswell because currently rotating seems to be fixed to one axis (if thats the correct term)?

xioSlayer
07-05-2011, 18:27
Thats a really creative use for the plugin, preventing glitch spots.. however i dont consider those glitches since you could do it IRL. Its merely an increased reward for a highly increased risk, but some ppl can't handle it and get pissed and rage, lol.

However, to each their own, I can understand why you'd want to force them to play the way it was meant to be played.

kroP
07-11-2011, 13:07
Hi. I have a problem using fortspawn, help please.
-------------------------------------

] fortspawn_menu
[FortSpawner] Server set only admin can use this command


This shows up when I try to open the menu and I am a admin on my server (local server) Please help

klarg
07-11-2011, 17:05
Hi. I have a problem using fortspawn, help please.
-------------------------------------

] fortspawn_menu
[FortSpawner] Server set only admin can use this command


This shows up when I try to open the menu and I am a admin on my server (local server) Please help
Maybe its problem in local server, change: fortspawn_admin 0
p.s. soon little update in plugin

klarg
07-15-2011, 19:46
Add little update!
see changelog in first page

midnclb
07-16-2011, 22:02
hey guys recently there has been an issue on the following server l4d.servequake.com:27015

the website is http://left4deadz.free.fr/ and the latest update running is 2.0.7.3 the problem is that once items are spawned some how they get removed automatically i guess by the server. the game type is of course called survival fortspawnes meaning that of course spawning items is allowed. This "bug" started from update 2.0.7.0 up to the current one 2.0.7.3 , im aware the latest update is 2.0.7.4 but the server hosting is currently doing 2.0.7.3 if you guys have any thoughts on it please do share. thanks best regards!!!!

Visual77
07-17-2011, 05:34
I don't know if it's allowed to promote servers, other then in your signature, but the fact that the server is nonsteamed and the webpage contains warez, made it much more worse.

hey guys recently there has been an issue on the following server l4d.servequake.com:27015

the website is http://left4deadz.free.fr/ and the latest update running is 2.0.7.3 the problem is that once items are spawned some how they get removed automatically i guess by the server. the game type is of course called survival fortspawnes meaning that of course spawning items is allowed. This "bug" started from update 2.0.7.0 up to the current one 2.0.7.3 , im aware the latest update is 2.0.7.4 but the server hosting is currently doing 2.0.7.3 if you guys have any thoughts on it please do share. thanks best regards!!!!

klarg
07-17-2011, 06:30
hey guys recently there has been an issue on the following server l4d.servequake.com:27015

the website is http://left4deadz.free.fr/ and the latest update running is 2.0.7.3 the problem is that once items are spawned some how they get removed automatically i guess by the server. the game type is of course called survival fortspawnes meaning that of course spawning items is allowed. This "bug" started from update 2.0.7.0 up to the current one 2.0.7.3 , im aware the latest update is 2.0.7.4 but the server hosting is currently doing 2.0.7.3 if you guys have any thoughts on it please do share. thanks best regards!!!!
Don't USE warez version!!! :evil::evil:

midnclb
07-18-2011, 17:22
my apologies guys i just shared the server address in case any one would like to check it out as for the warez part apologies, my version is legit i just didn't know one could use add ons and plug ins in the official left for dead servers i thought only modifying the game one could achieve hacks and add ons my apologies.

klarg
07-19-2011, 05:08
maybe it's http://www.game-monitor.com/search.php?search=fortspawn_enable&type=variable&num=100 (http://www.game-monitor.com/search.php?search=fortspawn_enable&type=variable&num=100)
help you?

but if you want know, i have too server l4d2(oh i have many other server). If you want play, send me PM, we discuss it.

runkeballe
07-20-2011, 11:48
i got problems with this one, when it's set to only admin i cant use it cause it says "only admin can use this" or something...i am the admin! so i have to set it to 0 and that makes trouble when its enabled for all players who keeps messing up with it XD...how to solve this???

klarg
07-20-2011, 17:59
Hmm...
When You set it to only admin, you can't use it? You have full admin?

runkeballe
07-20-2011, 19:37
im running local only, and the only admin..

klarg
07-20-2011, 20:04
im running local only, and the only admin..
maybe because you use in local? (how you start server? dedicated local?)

runkeballe
07-21-2011, 10:06
i connect through lobby or game menu or whatever its called and just choose local server...

irogue
07-30-2011, 03:11
Hi i think this plugin is great but i noticed the instructions when using the variable:
!fortspawn_item instruction is a little bit bland with the description as it says

!fortspawn_item

Usage: fortspawn_spawnitem <d|p> <i|a> "filename.mdl" [1|-1]
d = dynamic item, p = physics item
i = spawn in front of you
a = spawn at where you aim
1 = place facing toward you
-1 = pl

It seems the Usage is incorrect as you actually need the path and file name not just "filename.mdl".

For example if you wanted to spawn a tree correctly you would type listmodels in the console then copy and paste the modelpath and name and paste the relevant path and name after the !fortspawn_item cmd along with flags being <d|p> etc as required:

!fortspawn_item d a models/props_foliage/urban_tree01_small.mdl

But if you go by the usage instruction you would assume to only enter as the usage indicates only to use "filename.mdl" and not the complete path and file name:

!fortspawn_item d a urban_tree01_small.mdl (which would only bring up a ERROR symbol and or nothing at all if applied infront of the client using this cmdvariable without the proper path.)

I can guess you assumed ppl would know this when using the cmd or had to shorten the usage debug information so it fit but i figured it would help others when using the cmdvariable !fortspawn_item that they read this reply perhaps.

Dayto123
08-16-2011, 13:32
Klarg in the menu under controls the Change admin only on or off does not work please fix :)
And is there a way to fix this? i delete items with ent_delete when i spawn items in fortspawn and delete them with that it shows i didnt delete them fix?

klarg
08-16-2011, 19:00
Dayto123 (https://forums.alliedmods.net/member.php?u=80622)
Okay, i see it.
Why you use ent_delete(maybe ent_remove?) use fortspawn_remove.
Maybe i not understand you?

Dayto123
08-17-2011, 21:21
Dayto123 (https://forums.alliedmods.net/member.php?u=80622)
Okay, i see it.
Why you use ent_delete(maybe ent_remove?) use fortspawn_remove.
Maybe i not understand you?

///yea ent_remove is what i meant sorry
to explain better
when you type !fortspawn_menu it opens the spawner menu. At the top is the Controls The command that says enable for NON admin users and the command that says Enable for admin only do not work does this explain better?

Maloyo
08-28-2011, 00:59
why cant put props whit de sm_admin?
i only can put a minigun, ammo, and safedoor, or delete, but nothing else...

worminater
09-07-2011, 19:51
Could this be updated to use an admin flag. I don't want all admins being able to use it but the current setup means they can. Maybe custom flag 1 or something?

Isolated
12-31-2011, 13:27
how come when i updated my sdk hooks to 2.1 fortspawn doesnt work it says this when i try to spawn things


L 12/31/2011 - 13:27:04: [SM] Native "SetEntityModel" reported: "SetEntityModel" not supported by this mod
L 12/31/2011 - 13:27:04: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 12/31/2011 - 13:27:04: [SM] [0] Line 1489, /home/groups/alliedmodders/forums/files/6/8/9/0/1/89019.attach::CreateEntity()
L 12/31/2011 - 13:27:04: [SM] [1] Line 1269, /home/groups/alliedmodders/forums/files/6/8/9/0/1/89019.attach::SpawnIronDoor()
Unknown command: fortspawn_irondoor

John2022
01-20-2012, 10:37
Hi all,

Here's another console error related to save map.txt system:

] fortspawn_save
L 01/20/2012 - 16:30:38: [SM] Native "GetClientAimTarget" reported: Invalid client index 0
L 01/20/2012 - 16:30:38: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 01/20/2012 - 16:30:38: [SM] [0] Line 294, /home/groups/alliedmodders/forums/files/6/8/9/0/1/89019.attach::Save()
What's the problem? MM&SM up to date. MAP.TXT is in the right place, and I can do all I want with the regular command (don't try rotate and move ones).

John2022
02-02-2012, 09:57
Mmhmm, ..., OK

It seem that this function only work for dedicated server, and not LAN/Local server neither solo mode...

Could you extend this functionnality to other mode please?

Silvers
02-02-2012, 18:00
@John2022 You can't with some functions, which is why it's always advised to use a dedicated server instead of listen.

Tentacle Master
02-09-2012, 11:57
By far one of my favorite plugins. It needed some work though. This plugin is serious Troll bait if everyone gets to use it. I've added over 600 lines of code, and edit it every other day, seriously this thing is fun to use and code. I now manage 3 servers with this plugin, all in the top 75 and other one with a slimmed down version. Fun stuff.

irogue
05-10-2012, 03:12
How would i go about if i wish to add more items / objects and or categories to the current menu, is there somehwere in the .sp file specific i need to look (sorry i don't know much about scripting or coding so any pointers would be appreciated and if i got more added to the menu iw ould gladly share it.)

Currently i am using GCF tool and or model viewer or listmodels command variable to get the paths manually and i would much prefer to have these other models that are not currently in the menu available in the menu.

thx

dnk737
05-27-2012, 06:16
Hello.

Why command fortspawn_admin "1" dont working. I want all players can to use this command.
PLZ Help me

Silvers
05-27-2012, 07:05
Hello.

Why command fortspawn_admin "1" dont working. I want all players can to use this command.
PLZ Help me



Set it to "", otherwise specify an admin flag, which is "a" to "o" and "z" for root admin. Blah, go search.

dnk737
05-27-2012, 07:27
where it to write?

deimos38170
06-06-2012, 15:23
Hello, i have a little big problem: i spawned exactly 1141 object on c1m2 and i saved them all, but when i load it server crash, this does not surprise me but is it possible to fix this by cuting the map.txt in 10 smaller .txt file and then loading it 1 by 1 or something else maybe? Like a cooldown, that does not appear all at once but little by little like 100 object every 1 or 2 seconds. Thank

Tentacle Master
06-09-2012, 18:00
How would i go about if i wish to add more items / objects and or categories to the current menu, is there somehwere in the .sp file specific i need to look (sorry i don't know much about scripting or coding so any pointers would be appreciated and if i got more added to the menu iw ould gladly share it.)

Currently i am using GCF tool and or model viewer or listmodels command variable to get the paths manually and i would much prefer to have these other models that are not currently in the menu available in the menu.

thx

Currently models can only be add by editing the source and recompiling

Hello, i have a little big problem: i spawned exactly 1141 object on c1m2 and i saved them all, but when i load it server crash, this does not surprise me but is it possible to fix this by cuting the map.txt in 10 smaller .txt file and then loading it 1 by 1 or something else maybe? Like a cooldown, that does not appear all at once but little by little like 100 object every 1 or 2 seconds. Thank

I get a huge lag spike with I do 300 at a time. 1141 is funny to even think about.
This possible but I wouldn't get your hopes up. I bet I could easily do this just by throwing the object spawn code in the load loop into a 1-2 sec timer inside and call the timer instead.

1141 is an impressive number to have in the first place. I'm surprised it didn't crash before

squiddie
06-29-2012, 16:13
Upon Spawning an item it spawns it on the underside of the object im spawning on So if i spawn say a concrete barrier on the floor it will spawn it under the map is there a way to negate this effect but still maintain targeted Spawning

Tentacle Master
06-29-2012, 16:58
Out of curiosity are you spawning items as they please, or facing/away from you? Ie adding the 1 to the end of the fortspawn_item command.

squiddie
06-29-2012, 17:49
i dont get the question when i spawn Say im on the floor its completely straight so the angles wont be wrong i Spawn say a Minigun and it comes out perfectly fine op top in view as expected now say i want to spawn a Barricade (2) in the Most Used section I aim at the floor just like i would for Minigun i click the spawn button and it spawns But the Model spawns the wrong way i.e instead of spawning the right way up creating a barrier from the ground towards the sky it spawns Under the map From the point i specified the complete opposite i.e under the map. Does it with Ammo Stack aswell Upside down ammo stack on the underside of any texture i spawn it to

irogue
07-07-2012, 05:31
Well i noticed a while ago that the position of objects spawned are also odd, i installed objects and saved them but once i load the map i was seeing objects i hadn't spawned in places and or seeing objects i had spawned but they were in two places.

I checked the saved locations of the objects to make sure i hadn't accidentally spawned extra but the saved positions were fine and the "extra" object'(s) were not in the save config and i confirmed this after trying it various times on various maps even by making an entirely new saved location config.

As i said i also noticed that objects would appear under the map or above the map, i.e. in the sky or under the map in odd locations and they were duplicates of objects i had saved.


Perhaps one of valves updates broke the plugin functions or something else ?

K o T
07-31-2012, 03:47
wherefore he not appearance not at review doors there in right place other items for wall or under ground and not in not

K o T
07-31-2012, 06:27
http://www.youtube.com/watch?v=W91pFsiRD3U&feature=youtu.be
can at whom eat suchlike Plugines

K o T
07-31-2012, 18:25
http://www.youtube.com/watch?v=lm-MuFWBT8w&feature=youtu.be

Tentacle Master
07-31-2012, 22:15
Well i noticed a while ago that the position of objects spawned are also odd, i installed objects and saved them but once i load the map i was seeing objects i hadn't spawned in places and or seeing objects i had spawned but they were in two places.

I checked the saved locations of the objects to make sure i hadn't accidentally spawned extra but the saved positions were fine and the "extra" object'(s) were not in the save config and i confirmed this after trying it various times on various maps even by making an entirely new saved location config.

As i said i also noticed that objects would appear under the map or above the map, i.e. in the sky or under the map in odd locations and they were duplicates of objects i had saved.


Perhaps one of valves updates broke the plugin functions or something else ?

This plugins save load feature is so broken I just disabled it. The most problematic thing is that it only has one save file that all the maps share. So when you load you load items outside the map and spawn a whole lot more than you planned.

Tentacle Master
07-31-2012, 22:23
http://www.youtube.com/watch?v=W91pFsiRD3U&feature=youtu.be
can at whom eat suchlike Plugines

HAHAHAHA

I recognize my Fortspawn2 when I see it!! Notice the menu titles "MTMS EQD Build Menu".

Best. Day. Ever.

And K o T my friend, Fortspawn3 will have Russian translations.

kakihara
08-02-2012, 04:50
ok me and a friend have been trying to get this to work for 2 days now.it is working ecept when we spawn items they do not spawn oon the map they spawn upside down under the map and at odd angles. before you guys say use the rotate tool. i have seen other fortspawners where the items by default spawn rightside up and stack.-also we cant get past the 30 max spawn even after editing the cvar max spawn. please, dont post a solution if possible post a working sp.file that i can alter the items out and set max spawn to 999 thanks guys. i love fortspawn<3

K o T
08-02-2012, 10:59
seems this malfunction only doors work to how remain nope :(

Tentacle Master
08-02-2012, 21:05
The following guide mostly applies to Fortspawn 1 as well:

http://www.youtube.com/watch?v=NBcRy1gmW-A

K o T
08-08-2012, 12:59
people all was must compile on sourcemod-1.3.1 and all works how to

K o T
08-08-2012, 13:01
Tentacle Master (http://forums.alliedmods.net/member.php?u=168180) you evil person

GsiX
08-15-2012, 11:55
hey.. K o T,
i m not getting what u saying... do we need to compile the sp under the version of sourcemod-1.3.1 to get it work?
coz i also have the same problem here.. my spawn seem like appear underground. and i getting error when i using the move command..

L 08/15/2012 - 23:33:06: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 08/15/2012 - 23:33:06: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 08/15/2012 - 23:33:06: [SM] [0] Line 223, C:\Program Files\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\forts pawner.sp::Move()

GsiX
08-15-2012, 12:38
sorry 4 bump but i think i get it right. The sp must be compiled using the older version of sourcemod 1.3.1 to get it work instead sourcemod 1.4++ will spawn the item buried underground.

u can download it here here (http://www.sourcemod.net/dl.php?filename=sourcemod-1.3.1.zip)

thx to K o T for the info

P/S: relocate your up to date "sourcemod" folder inside the "addons" to the desktop or where ever u like and copy/paste the sourcemod folder from the zip to the addons then compile it. after u get the .smx compiled store back ur latest sourcemod folder inside the addons, and roll...

dork0900
08-15-2012, 18:57
FYI: Sourcemod 1.3.9-hg3195 compiled the sp correctly for me so the objects appear above ground and build off one another.

Here are the links for those:

http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.9-hg3195-linux.tar.gz
http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.9-hg3195-windows.zip

sorry 4 bump but i think i get it right. The sp must be compiled using the older version of sourcemod 1.3.1 to get it work instead sourcemod 1.4++ will spawn the item buried underground.

u can download it here here (http://www.sourcemod.net/dl.php?filename=sourcemod-1.3.1.zip)

thx to K o T for the info

P/S: relocate your up to date "sourcemod" folder inside the "addons" to the desktop or where ever u like and copy/paste the sourcemod folder from the zip to the addons then compile it. after u get the .smx compiled store back ur latest sourcemod folder inside the addons, and roll...

GsiX
08-16-2012, 11:25
FYI: Sourcemod 1.3.9-hg3195 compiled the sp correctly for me so the objects appear above ground and build off one another.

Here are the links for those:

http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.9-hg3195-linux.tar.gz
http://www.sourcemod.net/smdrop/1.3/sourcemod-1.3.9-hg3195-windows.zip

Thanks.. that very helpful.
i got a Q here, is it possible to add the 2 different 50caliber gun and Minigun from the menu? i know the 50 caliber already in the menu but i wan the l4d1 minigun as well n have them rotatable too.

GsiX
08-16-2012, 12:56
i found this error on the console:

L 08/17/2012 - 00:05:24: SourceMod error session started
L 08/17/2012 - 00:05:24: Info (map "test") (file "errors_20120817.log")
L 08/17/2012 - 00:05:24: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 08/17/2012 - 00:05:24: [SM] Displaying call stack trace for plugin "l4d2_FortSpawner.smx":
L 08/17/2012 - 00:05:24: [SM] [0] Line 220, C:\Program Files\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\l4d2_ FortSpawner.sp::Move()


and this is how i fix it:

public Action:Move(client, args)
{
if ( !IsAccessGranted( client ) )
{
return Plugin_Handled;
}
if(args < 2)
{
PrintToChat(client, "[FortSpawner]: Usage: fortspawn_move xyz dist");
return Plugin_Handled;
}
//new player = GetPlayerIndex( client );
new Object = GetClientAimTarget(client, false);

////---- the fix start here ----\\\\
if(Object == -1){
ReplyToCommand( GetPlayerIndex( client ), "[FortSpawner] Null aimed location" );
return Plugin_Handled;
}
////---- the fix end here ----\\\\

decl String:arg1[16], String:arg2[16];
GetCmdArg(1, arg1, sizeof(arg1));
GetCmdArg(2, arg2, sizeof(arg2));
decl Float:vecOrigin[3];
GetEntPropVector(Object, Prop_Data, "m_vecOrigin", vecOrigin);
new Float:flPosition = StringToFloat(arg2);
if(StrEqual(arg1, "y"))
{
vecOrigin[1] += flPosition;
}
else if(StrEqual(arg1, "x"))
{
vecOrigin[0] += flPosition;
}
else if(StrEqual(arg1, "z"))
{
vecOrigin[2] += flPosition;
}
else
{
PrintToChat(client, "[FortSpawner]: Only XYZ and Distance");
}
z_changer[client] = false;
z_changered[Object] = false;
TeleportEntity(Object, vecOrigin, NULL_VECTOR, NULL_VECTOR);
return Plugin_Handled;
}

i dont have any knowledge in programing, so pls someone correct me if i m wrong.

Tentacle Master
08-18-2012, 20:36
sorry 4 bump but i think i get it right. The sp must be compiled using the older version of sourcemod 1.3.1 to get it work instead sourcemod 1.4++ will spawn the item buried underground.

huh how funny, I wonder if my compiler really is that old.

GsiX
08-19-2012, 13:01
huh how funny, I wonder if my compiler really is that old.

can u get it work on the lates compiler?
if u can, share it with us pls...

Tentacle Master
08-19-2012, 18:44
can u get it work on the lates compiler?
if u can, share it with us pls...

Nope it doesn't work. It always takes a direction and inverses it.

GsiX
08-20-2012, 08:38
when i add something, always need copy paste the entire folder :(

can u tell y the admin menu dosent work?
my guess is becoz of this:

if(client !=0)
means i cant use it on lan game, becoze i m the sever and i m the client?

GsiX
08-20-2012, 15:30
maybe someone find this useful:
1) Open your sp with notepad or any of your favorite editor
2) press Ctrl+F and enter the following:
ang_ent[0] += 90.0;
change it with:
ang_ent[0] -= 90.0;
3) press Ctrl+F again and find the following:
// avoid some model burying under ground/in wall
// don't forget the normal was negated
position[0] -= normal[0] * min[2];
position[1] -= normal[1] * min[2];
position[2] -= normal[2] * min[2];
change it with
// avoid some model burying under ground/in wall
// don't forget the normal was negated
position[0] += normal[0] * min[2];
position[1] += normal[1] * min[2];
position[2] += normal[2] * min[2];
compile it with your latest sm compiler and you are good to go... xD
everything as it should be.
its work for me

irogue
08-24-2012, 05:03
[L4D2] Fort Spawner (1.4.0.1)

Thanks to the original author klarg (http://forums.alliedmods.net/member.php?u=68901), and to these people also GsiX (http://forums.alliedmods.net/member.php?u=190478) dork0900 (http://forums.alliedmods.net/member.php?u=191176) and K o T (http://forums.alliedmods.net/member.php?u=105900) for keeping faith and finding the solution'(s) / workarounds. For the sake of continuation, this version will be known as Fort Spawner 1.4.0.1 (previous version by original author "klarg" is 1.4.0.0).

FILES:

models.zip - contains a complete list of all models found in the game, in .txt format
FORTSPAWN.zip - contains the folder/subfolder structure and all pertaining files as needed, instructions are inside of this archive in .rtf format & .odt format
fortspawner.smx - compiled version of fortspawner plugin - compiled with sourcemod-1.5.0-hg3877-windows & mmsource-1.10.0-hg857-windows
fortspawner.sp - is the plugin uncompiled


Instructions:

Firs time installation -download FORTSPAWN.zip attachment, extract the contents and inside the FORTSPAWN folder is all the files and folders needed, upload / copy these to your server.

Make sure that you have the folder named "maps" located in /left4dead2/addons/sourcemod/data and in the "maps" fodler you have the "map.txt" file

If you already have the folder maps and file named map.txt in the correct location the just grab the uncompiled or compiled attachment, remember it is best practice to compile the .sp yourself each time you use a newer version of sm or mms especially when changing branches - i.e. from stable to dev or vice versa.


Optional file: Added a complete list of all models (located in the models.zip attachment)from every standard map, using listmodels and condump cmds then formatting the dumps (13 campaigns in total with a total of 52 maps that comes with left 4 dead 2), this will make it easy to choose any model you want and copy paste its name alongside the !fortspawn_item cmd.

GsiX
08-30-2012, 19:13
Lolz... nice job... maybe u need to add something... i tweak mine and i have both 0.5cal and minigun at the same menu (most used), also i add the ability to spawn light.. only one light is enough though, its cause performance issue...

EDIT: I notice u didnt fix the function "Move". It give me error when i miss aim the object i try to move or it just me?
new Object = GetClientAimTarget(client, false);

irogue
09-03-2012, 05:23
Lolz... nice job... maybe u need to add something... i tweak mine and i have both 0.5cal and minigun at the same menu (most used), also i add the ability to spawn light.. only one light is enough though, its cause performance issue...

EDIT: I notice u didnt fix the function "Move". It give me error when i miss aim the object i try to move or it just me?
new Object = GetClientAimTarget(client, false);


Is the error you receive either of the following 2?

[FortSpawner]: Only XYZ and Distance
[FortSpawner]: Usage: fortspawn_move xyz dist

The correct usage for !fortspawn_move is for example:

!fortspawn_move x -10 this would move an object 10 units negative along the x axis or you could do !fortspawn_move y -10 this would move the object you are pointing at 10 units alone the y axis laterally (sideways moevement) or !fortspawn_move z -10 this would move the object you are pointing at 10 units vertically along the z axis.


Having said that i think you actually mean the following error, as taken from my logs folder:

L 09/03/2012 - 09:12:52: SourceMod error session started
L 09/03/2012 - 09:12:52: Info (map "c5m2_park") (file "errors_20120903.log")
L 09/03/2012 - 09:12:52: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 09/03/2012 - 09:12:52: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/03/2012 - 09:12:52: [SM] [0] Line 223, C:\Users\irogue2012\Downloads\addons\sourcemo d\scripting\fortspawner.sp::Move()
L 09/03/2012 - 09:12:53: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 09/03/2012 - 09:12:53: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/03/2012 - 09:12:53: [SM] [0] Line 223, C:\Users\irogue2012\Downloads\addons\sourcemo d\scripting\fortspawner.sp::Move()
L 09/03/2012 - 09:12:54: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 09/03/2012 - 09:12:54: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/03/2012 - 09:12:54: [SM] [0] Line 223, C:\Users\irogue2012\Downloads\addons\sourcemo d\scripting\fortspawner.sp::Move()
L 09/03/2012 - 09:13:00: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 09/03/2012 - 09:13:00: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/03/2012 - 09:13:00: [SM] [0] Line 223, C:\Users\irogue2012\Downloads\addons\sourcemo d\scripting\fortspawner.sp::Move()
L 09/03/2012 - 09:13:00: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 09/03/2012 - 09:13:00: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/03/2012 - 09:13:00: [SM] [0] Line 223, C:\Users\irogue2012\Downloads\addons\sourcemo d\scripting\fortspawner.sp::Move()
L 09/03/2012 - 09:13:00: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 09/03/2012 - 09:13:00: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/03/2012 - 09:13:00: [SM] [0] Line 223, C:\Users\irogue2012\Downloads\addons\sourcemo d\scripting\fortspawner.sp::Move(

As you have said this is when you use the !fortspawn_move function and do not point at a valid object, i can only assume it has no real effect other than the error log being written to. I have no real understanding of coding or the API so i can only guess at things mate sorry.

As for the guns and lights etc i can work at that when i get time, i have so far been going through the maps and the listmodels cmd in console and filtering out useful objects to add to the menu that i think are useful.

GsiX
09-03-2012, 06:47
yea that one.. strangely it only happen to me if i move the "z" direction... but still log error and it need fix.

For the gun and the light... here i include my sp. tell me when u already download it because i wan to delete it after to avoid multiple sp upload (yours and mine). We stick to your single sp. update.
EDIT: I forget to mention, the light index is pushed inside new array i make myself. Why? becoz we cant point to the light entity using cross hair and delete it. Its a tricky part to delete light.

irogue
09-03-2012, 11:49
yea that one.. strangely it only happen to me if i move the "z" direction... but still log error and it need fix.

For the gun and the light... here i include my sp. tell me when u already download it because i wan to delete it after to avoid multiple sp upload (yours and mine). We stick to your single sp. update.
EDIT: I forget to mention, the light index is pushed inside new array i make myself. Why? becoz we cant point to the light entity using cross hair and delete it. Its a tricky part to delete light.


Sweet as i got the .sp mate ill edit it and add some other models i have also ppl might use often, will give that z axis maybe it is something simple if not we have to ask others who can find a solution.

GsiX
09-03-2012, 12:02
assume that u already download so i delete mine... well for the error? check back my previous post. I already indicate where and how to fix it.. looking forward for your update.

Munch
09-05-2012, 10:08
Don't waste time using the fortspawn menu when you can spawn by keybind.
This is simply the easiest and quickest way to Spawn, move and orientate objects
Add the binds to your autoexec.cfg

bind "," "fortspawn_item d a models\props\de_train\chainlinkgate.mdl"
bind "." "fortspawn_item d a models\props_buildings\barn_steps.mdl"
bind "/" "fortspawn_item d a models\props_crates\static_crate_40.mdl"
bind "'" "fortspawn_item p a models\props_junk\gascan001a.mdl"

bind "F5" "fortspawn_menu" // Fort Spawn Menu
bind "F6" "fortspawn_load"
bind "F7" "fortspawn_save"

bind "-" "fortspawn_move x 10" // Move Object X +10 point
bind "=" "fortspawn_move x -10" // Move Object X -10 point
bind "[" "fortspawn_move y 10" // Move Object Y +10 point
bind "]" "fortspawn_move y -10" // Move Object Y -10 point
bind "uparrow" "fortspawn_move z 10" // Raise Object +10 pt
bind "downarrow" "fortspawn_move z -10" // Lower Object -10 pt

bind "rightarrow" "fortspawn_rotate 15" // Rotate Object Clockwise +15 degrees
bind "leftarrow" "fortspawn_rotate -15" // Rotate Object Anti-Clockwise -15 degrees

bind "Del" "fortspawn_ang 90 -90 90" // Change Orientation x Angle (stand Up)
bind "End" "fortspawn_ang 0 0 0" // Change Orientation x Angle (Lie Down)
bind "pgdn" "fortspawn_ang 90 90 90" // Change Orientation x Angle (Lie Down Flip 180)

bind "Ins" "fortspawn_ang 90 0 90" // Change Orientation y Angle (stand Up)
bind "Home" "fortspawn_ang 0 90 0" // Change Orientation y Angle (Lie Down)
bind "PgUp" "fortspawn_ang -90 0 -90" // Change Orientation y Angle (Lie Down Flip 180)

bind "BackSpace" "fortspawn_remove" // Remove a spawned object


For a list of models type into games console "listmodels" when your in game.

GsiX
09-08-2012, 18:15
There on my previous thread.

I have keybinds already, the reason we are extending the menu is with other plugins i and i imagine other admins are running out of keys to bind and adding or modifying the default menu allows us to customise the plugin to what we use most and need.

I also agreed with what you said above regarding key bind. We r not running on single plugin at once so mostly other plugin also required key bind. To tell the truth, i play on listenserve but still my keybord have no enough key to bind, on the other hand u need to memorize each key which do command and which spawn "fun". Menu list solve the problem.

AjudanteBR
01-07-2013, 11:59
could anyone answer me if this plugin is like this and does the same functions?

https://forums.alliedmods.net/showthread.php?t=127418&highlight=tank

"[L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)"


it saves the objects on the map?


Thank you!

John2022
01-09-2013, 22:34
As I saw the video of Objects Spawner, I don't think it does same functions.
ObjectSpawner invoque prop and other stuff [ using the 'Physics' method ]
FortSpawner doesn't do that.

I prefer FS to build a fort ( ;p ) Object Spawner seems like to be for the fun or high customised scripted server, or a Garry'sMod effect in L4D2. FortSpawner as got a save system, but element by element, and only for dediServer :( (It's a Pain in the ass to save a good fort, take really too much time).

Watch videos of both plugins on YTube ;)

About FS : Nobody want to reloaded it too ?

Deathrow Bo Dean
03-17-2013, 16:26
You need create file **\addons\sourcemod\data\maps\map.txt
Plugin save coordinate in this file!

I made the "map.txt file and put it in the proper folder. I'd like to know about the coordinate. What coordinate and where do I get the coordinate. Can you please explaine a bit and give me an example of a map.txt file?

I was able to only get the Minigun to spawn from the Adminmenu I can't seem to get any of the pre installed models like the woodpile or stairs or police barricade. I can use the !fortspwan_metal_door and such to work. the remove item feature also works. I'd like to have this work from the menu. Can you help? DBD

majdo
03-22-2013, 23:17
hi all, how i can spawn heal, pill and other whit this and save ??? tnx

adrin1706
05-20-2013, 17:56
How to save and load the props you spawn?

irogue
05-30-2013, 07:48
How to save and load the props you spawn?

You have to have your cursor over the prop / object and choose the save option ( have this as a keybind for quick access.)

bind "F6" "fortspawn_load"
bind "F7" "fortspawn_save"

The save location is - /left4dead2/left4dead2/addons/sourcemod/data/maps/map.txt (if you want a clean slate, jsut remove any entries you may have in it that you no longer need if you saved the wrong thing)

adrin1706
06-01-2013, 16:33
You have to have your cursor over the prop / object and choose the save option ( have this as a keybind for quick access.)

bind "F6" "fortspawn_load"
bind "F7" "fortspawn_save"

The save location is - /left4dead2/left4dead2/addons/sourcemod/data/maps/map.txt (if you want a clean slate, jsut remove any entries you may have in it that you no longer need if you saved the wrong thing)
So when i save it the props that i try to load wont spawn

L4D2eXtreme
08-08-2013, 01:40
Fortspawn is working, expect the command "fortspawn_save", this returns unknown command.

irogue
08-08-2013, 14:17
Fortspawn is working, expect the command "fortspawn_save", this returns unknown command.

I just tested this, using my own server and i was able to save and load objects with no errors in the log or in the client or server console.

Are you trying to save from a keybind? maybe try re binding the fortspawn_save, for example copy paste the following into your clients dev console:

bind = "say /fortspawn_save"

Then press = key when hovering your cursor over the object to save that object, remember you have to do this for each individual object for them to save.

L4D2eXtreme
08-08-2013, 19:57
I'll give it a try thanks.

L4D2eXtreme
08-10-2013, 02:50
Again, the fortspawn plugin works, except the save command.

irogue
08-10-2013, 13:01
Again, the fortspawn plugin works, except the save command.

Well i tested it on my server and on a friends server and also i made a home server using source cmd and all 3 servers had no issues using the save command or load command or any others.

That leads me to believe there is an issue on your end, which could be the plugin is conflicting with another plugin or you didn't make the "maps" folder located in /left4dead2/addons/sourcemod/data and in the "maps" folder you haven't placed / created the map.txt file.

Download the FORTSPAWN.zip attachment, it has the folder structure intact and all files, then restart your server once you have placed the files and folders as required.

L4D2eXtreme
08-10-2013, 17:10
The plugin is working, but just not the fortspawn_save command.

I have deleted the entire server and re-installed everything from scratch, including fortspawner. The plugin is spawning items okay as before, and I am now able to save. However I have noticed two bugs..

1. None of the items appear when the game re-loads. Do I have to "fortspawn_load" everytime I load the map?

2. I noticed fortspawn_save works for a while then stops. After several saves, it goes back to the "unknown command" in the console. Strange eh?

irogue
08-10-2013, 23:27
1. Yes, you have to use the load cmd each time the map loads.

2, that is strange, what sourcemod and metamod versions are you running (I am using sourcemod-1.5.0-hg3877-windows & mmsource-1.10.0-hg857-windows if that helps) and what OS is the server, linux or windows?

thx

L4D2eXtreme
08-11-2013, 20:21
1. That sucks.

2. The latest snapshots on Linux.

L4D2eXtreme
08-11-2013, 21:34
I've narrowed it down....

The fortspawn_save commands works until I use remove an existing spawned item. Option 1, 4 from the menu. After this point the command no longer works. Any ideas why?

irogue
08-12-2013, 17:44
1. That sucks.

2. The latest snapshots on Linux.

Can you post the revision / version numbers?

The only thing i can think of is you are using different versions of SM and or MMS that you use to compile the .sp with and or the fact it is linux might have something to do with it, Try compiling the plugin with the same versions / revisions i posted that i am using (sourcemod-1.5.0-hg3877 & mmsource-1.10.0-hg857)

I don't use the development branch of sourcemod 1.6xx, afaik it is more useful for DoTa 2 and has a fair amount of experimental changes that might cause conflicts. I am using the development branch of metamod though.

I have no idea why that issue occurs sorry, i don't have any of these issues but since i dont use linux and i am not afaik using the same revisions of sm or mms as you i cannot replicate the issue.

GsiX
10-28-2013, 10:52
there is a room to tweak for the plugin so it save the prop accordingly to map. Everytime u save the prop it write down the map name as well. So everytime we load the prop it only load the the right saved prop for the map.
Also, there is a way to auto load the saved prop but seem to useless since our saved object is not accordingly to map name otherwise the loaded object is spawn at the wrong places.

The plugin is working, but just not the fortspawn_save command.

I have deleted the entire server and re-installed everything from scratch, including fortspawner. The plugin is spawning items okay as before, and I am now able to save. However I have noticed two bugs..

1. None of the items appear when the game re-loads. Do I have to "fortspawn_load" everytime I load the map?

2. I noticed fortspawn_save works for a while then stops. After several saves, it goes back to the "unknown command" in the console. Strange eh?

ironically it works for me everytime.U may need to explain a bit more to get help.

kot4404
12-14-2013, 05:15
Does someone have plugin with more props to spawn? Like on Mega survival server.

Munch
06-25-2014, 18:50
Here's an unfinished prop list and is not complete list of props

You can spawn by keybind or direct through console

A few keybind examples
bind "," "fortspawn_item d a models\props\de_train\chainlinkgate.mdl"
bind "." "fortspawn_item d a models\props_buildings\barn_steps.mdl"
bind "/" "fortspawn_item d a models\props_crates\static_crate_40.mdl"

console (untested but should work)
fortspawn_item d a models\props\de_train\chainlinkgate.mdl
fortspawn_item d a models\props_buildings\barn_steps.mdl
fortspawn_item d a models\props_crates\static_crate_40.mdl

For a list of models type into games console "listmodels" when your in game.

Updated prop list taken from my prop updated on post 259

kot4404
07-24-2014, 11:34
#1 funny how you can just delete zombies...

#2 grab shouldn't rotate these objects at all :'(

Munch
09-21-2014, 12:52
For all you people out there that want to save your prop data correctly and map specific.

Heres an update that includes many new props.
Including the ability to save your prop data that will autoload at map start.
Most menus updated with new props including 5 new menu categories: Commercial, Construction, Industrial, Landscape and Warehouse.

Ive included a full set of blank stock map files for you to modify with your own prop data.
Including a test map c1m1_hotel (check screen shots).

To make your own map files simply create a text file with the name of the map.

Example: Death Aboard 2
Run map, in this case the starting map is called "l4d_deathaboard01_prison"
Spawn each item saving each one by pointing at it and using the command "fortspawn_save" (best to bind this command)
To manipulate the prop reguarding positional coordinates checkout the "info.txt" included in the zip.
Once you have finished adding props goto the folder ..\addons\sourcemod\data\Maps and open the "maps.txt"
All your map files should be located here.
Create a text file naming it with your map name, in this case "l4d_deathaboard01_prison"
Move the contents of "maps.txt" to "l4d_deathaboard01_prison" saving all.
"maps.txt" should now be an empty file ready for the next set of prop data.

I'm still adding props to this plugin but as I'm somewhat busy these days I'll update this around Christmas with hopefully double the props of this one.

One last thing be sure to test this out by joining any of my servers and choosing the "Dead Center" campaign.

Now you know how to do it, go have fun :)

Plugin Removed due to update check post 259 (https://forums.alliedmods.net/showpost.php?p=2210280&postcount=259)

Crazygamer34894
09-21-2014, 17:47
For all you people out there that want to save your prop data correctly and map specific.

Heres an update that includes many new props.
Including the ability to save your prop data that will autoload at map start.
Most menus updated with new props including 5 new menu categories: Commercial, Construction, Industrial, Landscape and Warehouse.

Ive included a full set of blank stock map files for you to modify with your own prop data.
Including a test map c1m1_hotel (check screen shots).

To make your own map files simply create a text file with the name of the map.

Example: Death Aboard 2
Run map, in this case the starting map is called "l4d_deathaboard01_prison"
Spawn each item saving each one by pointing at it and using the command "fortspawn_save" (best to bind this command)
To manipulate the prop reguarding positional coordinates checkout the "info.txt" included in the zip.
Once you have finished adding props goto the folder ..\addons\sourcemod\data\Maps and open the "maps.txt"
All your map files should be located here.
Create a text file naming it with your map name, in this case "l4d_deathaboard01_prison"
Move the contents of "maps.txt" to "l4d_deathaboard01_prison" saving all.
"maps.txt" should now be an empty file ready for the next set of paop data.

I'm still adding props to this plugin but as I'm somewhat busy these days I'll update this around Christmas with hopefully double the props of this one.

One last thing be sure to test this out by joining any of my servers and choosing the "Dead Center" campaign.

Now you know how to do it, go have fun :)

i hope with your .ZIP of the plugin i can actually Type !fm and select items to spawn where my Mouse cursor stands etc. y'know the normal Way ; D

Munch
09-21-2014, 18:04
The normal way is !fortspawn_menu
just bind it to a key

Crazygamer34894
09-22-2014, 08:19
The normal way is !fortspawn_menu
just bind it to a key

Ohkay.......

Krufftys Killers
10-04-2014, 09:46
10/03/2014 - 21:18:56: SourceMod error session started
L 10/03/2014 - 21:18:56: Info (map "uf3_harbor") (file "errors_20141003.log")
L 10/03/2014 - 21:18:56: [SM] Native "GetEntPropString" reported: Entity -1 (-1) is invalid
L 10/03/2014 - 21:18:56: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 10/03/2014 - 21:18:56: [SM] [0] Line 305, fortspawner.sp::Save()
L 10/03/2014 - 21:19:16: [SM] Native "GetEntPropVector" reported: Entity -1 (-1) is invalid
L 10/03/2014 - 21:19:16: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 10/03/2014 - 21:19:16: [SM] [0] Line 223, fortspawner.sp::Move()
L 10/03/2014 - 21:31:48: Error log file session closed.

Munch
10-12-2014, 15:01
UPDATE to post 240 (https://forums.alliedmods.net/showpost.php?p=2202021&postcount=240) (Please Read 1st) on saving map specific props that autoload at map start.

339 Props in total

Fixed invalid and missing props. (hopefully)

In addition to the 5 catagories I already added
Commercial, Construction, Industrial, Landscape and Warehouse
I've added 3 more catagories
Maritime, Avation, Railroad

This is still work in progress
I have not tested all props so if you find any that don't display correctly or not at all please let me know with prop & menu directory info.

All files including a complete set of blank stock map files for you to modify included in zip

Edit:
Seems the some of the trees wont save even though they spawn, will remove when I update next.

Edit 2: Oct 29
Removed old zip and updated.
Deleted some of the duplicate props and fixed some of the invalid spawn errors.
Given the number of props included (around 350) its a long process evaluating every prop. If you find any please report back here so I can update.

cao1029
10-24-2014, 01:02
I have an issue getting this to show up at all as a menu. I have "l4d2_weaponspawner_v10a.smx" and "l4d2_spawn_props_2_0.smx" also in my sourcemod plugins....would that be why its not showing up? I use bind z "sm_admin" and the other menus pop up fine for the weapon/prop spawner.This is what i get in the command window when i try different things:

] fortspawn_enable 0
Server cvar 'fortspawn_enable' changed to 0
] fortspawn_menu
[FortSpawner] Server set only admin can use this command
] fortspawn_move
[FortSpawner] Server set only admin can use this command

Have tried !fortspawn_menu in the chat window and say the server set only to admin thing. Can someone help me and tell me why its not working?Im using 'Munch (https://forums.alliedmods.net/member.php?u=180158)" new plugin but just cant figure out how to pop up a menu to choose things.thanks

Munch
10-24-2014, 05:03
You have it turned off fortspawn_enable "0"
It should be fortspawn_enable "1"

Does not clash with l4d2_weaponspawner_v10a.smx as I use that too
Don't know about l4d2_spawn_props_2_0.smx as Im not familiar with this plugin.
It does work along side the "Build Enabler (https://forums.alliedmods.net/showthread.php?p=750106)" plugin with no issues

Have tried !fortspawn_menu in the chat window and say the server set only to admin thing.

Assuming you do have it set to off, I don't understand why your getting this. Puzzling.
As a test Try setting fortspawn_admin "0" to make it so all players can use it.

cao1029
10-24-2014, 12:59
Thanks Munch. It is working fine now after installing the 'build enabler'. Appreciate it.

Munch
10-24-2014, 13:22
So is the FortSpawn plugin now working?
The Build Enabler plugin is very limited only allowing spawning, rotating and deleting objects where as FS allows many more as an example these are my binds for manipulating object position with FS

bind "F5" "fortspawn_menu" // F5 Fort Spawn Menu
bind "F6" "fortspawn_load" // F6 Load Previous Spawned Objects
bind "F7" "fortspawn_save" // F7 Save Previous Spawned Objects
bind "BackSpace" "fortspawn_remove" // Remove a spawned object
bind "-" "fortspawn_move x 10" // Move Object X +10 point
bind "=" "fortspawn_move x -10" // Move Object X -10 point
bind "[" "fortspawn_move y 10" // Move Object Y +10 point
bind "]" "fortspawn_move y -10" // Move Object Y -10 point
bind "uparrow" "fortspawn_move z 10" // Raise Object +10 pt
bind "downarrow" "fortspawn_move z -10" // Lower Object -10 pt
bind "rightarrow" "fortspawn_rotate 15" // Rotate Object Clockwise +15 degrees
bind "leftarrow" "fortspawn_rotate -15" // Rotate Object Anti-Clockwise -15 degrees
bind "Del" "fortspawn_ang 90 -90 90" // Change Orientation x Angle (stand Up)
bind "End" "fortspawn_ang 0 0 0" // Change Orientation x Angle (Lie Down)
bind "pgdn" "fortspawn_ang 90 90 90" // Change Orientation x Angle (Lie Down Flip 180)
bind "Ins" "fortspawn_ang 90 0 90" // Change Orientation y Angle (stand Up)
bind "Home" "fortspawn_ang 0 90 0" // Change Orientation y Angle (Lie Down)
bind "PgUp" "fortspawn_ang -90 0 -90" // Change Orientation y Angle (Lie Down Flip 180)

cao1029
10-24-2014, 14:57
Yes its working now :) 2 of things i needed to enter were:

fortspawn_admin "0"

bind a "fortspawn_menu" (binding to f5 didnt want to work for me..idk)

After that, all the menus worked and everything.I put the ' l4d2_spawn_props_2_0.smx' back into my plugins and that works just like it used to.Yeah it was a little confusing on how to switch things around but ill start working on that list of bind keys. Thanks a lot of the help.