PDA

View Full Version : Stripper:Source (Updated 2011-04-15)


Pages : 1 2 3 [4] 5 6 7

Land of plenty
10-01-2010, 22:40
Does this work after the OB update for hl2dm?

psychonic
10-03-2010, 01:34
Does this work after the OB update for hl2dm?

Yes, it will likely still work fine.

Land of plenty
10-03-2010, 23:25
Yes, it will likely still work fine.


It does. :)

Thanks psychonic and thanks to all of you for your amazingly quick response to this update. Sourcemod/Metamod seems to be some of the least affected things. These mods not giving trouble takes a big load off peoples heads.

Cuz
10-05-2010, 20:34
I think it would be:

in global_filters.cfg


remove:
{
"classname" "/.*RPG.*/"
}
That will remove both weapons and ammo with one command.

Beat me with a crowbar should I be wrong :)

http://www.otd.clanservers.com/forum/images/smiles/notworthy.gif

Works great, but what if I wanted them removed from all maps but one, like "dm_vman_rocket" ?

dirka_dirka
10-07-2010, 01:47
you will have to put it in every map config except that one.

marvel
10-08-2010, 13:36
Valve really screwed up c4m8 by placing a hatch on the elevator and closing access for special infected. Would it be possible to remove that hatch and disable the blocked walls?

dirka_dirka
10-08-2010, 14:30
you mean c8m4 and i believe it is part of the model, so no.

r0ss
10-08-2010, 15:40
hi,
filter:
{
"classname" "func_playerinfected_clip"
}


filter:
{
"classname" "func_illusionary"
}

work in l4d2 :) but how to remove the invisible walls "playerclip" and "clip" ???

Skorpion1976
10-10-2010, 05:50
Valve really screwed up c4m8 by placing a hatch on the elevator and closing access for special infected. Would it be possible to remove that hatch and disable the blocked walls?

I loaded this plugin and aimed with the crosshair to the object you want to have info about and type db_info. Some objects do not return information but i.e. the elevator door I removed with stripper I could only remove because this little plugin told me the appropriate class/model infos. The result for the floor of the elevator AND the ceiling was this:
[SKIN] *190 [CLASS] func_elevator [ID] 865

db_remove removed not only the ceiling but also the whole elevator. When you look down from above the elevator you see the whole ceiling is 1 object. Itīs great fun to remove the elevator doors :). If you want that, put this into the map file:
filter:
{
"classname" "func_door"
}
The elevator itself works fine and leaves, too. The fun thing about it is that many players go inside the shaft and get killed by the approaching elevator OR they stand closer to the walls inside and cannot get out anymore. After the elevator left they get killed by the SI :)

marvel
10-10-2010, 15:45
I remember when I played on a server in the past that had the elevator doors removed, yeah that was great fun. Thanks man I'm gonna add this :D

untalented893
10-14-2010, 19:22
Does anyone have a fix for the door on c8m3? Frustrating when people can melee the door down and bypass the event. I tried fixing it myself but the door won't seem to open anymore when the button is pushed from the other side.

Austinbots
10-14-2010, 21:28
Is there a way using stripper to remove the security guards from l4d2?
I am talking about the special infected where you have to shoot them in the back to kill them.
Thanks.

dirka_dirka
10-14-2010, 23:52
untalented theres a plugin request about that and atomic posted a fix. he basically makes it unbreakable to the survivors. im sure valve will fix it in 3-6 months, just like they did in l4d1.

austinbots your talking about the riot police, and stripper can only modify the map BEFORE you play, not during.

untalented893
10-14-2010, 23:59
untalented theres a plugin request about that and atomic posted a fix. he basically makes it unbreakable to the survivors. im sure valve will fix it in 3-6 months, just like they did in l4d1.

austinbots your talking about the riot police, and stripper can only modify the map BEFORE you play, not during.

Now to find it

Thank you! :D

dirka_dirka
10-15-2010, 23:22
it took them less then 3 months!

Skorpion1976
10-23-2010, 03:24
This is to remove the floodlight in Nomercy3, sewers. It was pure fun in l4d1 but as we have spitters now it has become unplayable... It takes every team too much time to get through the tunnel, especially around the corner.

filter:
{
"model" "models/props_equipment/light_floodlight.mdl"
"classname" "prop_physics"
}

KiTTeNChaoSS
10-25-2010, 01:54
I would like to remove the following things from my HL2DM map/server.

weapon_rpg
weapon_slam
weapon_frag

item_rpg_round
item_ammo_crate

I would also like to replace them with ammo, such as item_ammo_357 etc.

Could someone assist me with the coding?

Thankyou so much!

honorcode23
10-28-2010, 06:54
It seems that Stripper is broken for L4D1 now after the latest update. On that update they added mac support so i think something important changed.

KiTTeNChaoSS
10-29-2010, 03:26
Ok, I figured out how to filter out the items/weapons I dont want.

Is it possible to add in a NPC_Helicopter for example?

Skorpion1976
10-30-2010, 15:06
It seems that Stripper is broken for L4D1 now after the latest update. On that update they added mac support so i think something important changed.
Erm, I see it in "meta list" in hlsw and it works on l4d1, 8vs8, windows. I have modded many valve maps in l4d1 and they still look the same and all the items are present. You are talking about linux ?

Luke Penny
10-30-2010, 20:57
Erm, I see it in "meta list" in hlsw and it works on l4d1, 8vs8, windows. I have modded many valve maps in l4d1 and they still look the same and all the items are present. You are talking about linux ?
All my linux L4D1 servers have stripper not working since the recent update.

Any chance of a fix?

greenlemonade
10-31-2010, 18:19
How would I use this in L4D2 to prevent all magnums (desert eagles) from all levels?

I've tried this:

filter:
{
"classname" "weapon_pistol_magnum"
}
but still don't quite understand Stripper. :)

greenlemonade
11-01-2010, 09:58
Figured it out myself.
This is the stripper:source global filter for my realism mod:


modify:
{
match:
{
"classname" "/weapon_.*/"
}
replace:
{
"count" "1"
}
}

modify:
{
match:
{
"classname" "/weapon_pumpshotgun_spawn/"
}
replace:
{
"classname" "weapon_hunting_rifle_spawn"
}
}

modify:
{
match:
{
"weapon_selection" "any_pistol"
}
replace:
{
"weapon_selection" "tier1_any"
}
}


modify:
{
match:
{
"classname" "/weapon_pistol_magnum_spawn/"
}
replace:
{
"classname" "weapon_rifle_spawn"
}
}

modify:
{
match:
{
"classname" "/weapon_pistol_spawn/"
}
replace:
{
"classname" "weapon_pumpshotgun_spawn"
}
}




Try it some time. Its actually very balanced and feels more real.

hksjun
11-03-2010, 05:20
c1m1_hotel.cfg(spwan weapon in start safe room)
add:
{
"origin" "720 5600 2850"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_smg_mp5"
}
{
"origin" "720 5620 2850"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_shotgun_chrome"
}
{
"origin" "720 5640 2850"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_shotgun_spas"
}
{
"origin" "720 5660 2850"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_rifle_sg552"
}
{
"origin" "720 5680 2850"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_sniper_awp"
}
{
"origin" "720 5700 2850"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_rifle_m60"
}

c1m2_streets.cfg(spwan weapon in start safe room)
add:
{
"origin" "2260 5230 450"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_smg_mp5"
}
{
"origin" "2300 5230 450"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_rifle_sg552"
}
{
"origin" "2340 5230 450"
"angles" "0 0 90"
"count" "1"
"classname" "weapon_spawn"
"weapon_selection" "weapon_sniper_scout"
}

joingame in c1m1.no problem at all,can spwan weapon in start safe room.

but finish c1m1 auto change map to c1m2.cant spwan weapon in start safe room.

if go to srcds>main>map choose c1m2 reload the map 1 time.can spwan weapon in start safe room.

how to c1m1 auto change map to c1m2 can auto reload c1m2_streets.cfg?thanks:oops:

Danny_l4d
11-09-2010, 12:21
@psychonic I think Luke and also me and mabye a lot of others only wanna know if this extension will be fixed for l4d soon or not.

with no message at all, people cant know if the plugin will be fixed.
what does it need to get it fixed? money?
if the author or someone else can give us feedback about this it will be good.

Danny

psychonic
11-09-2010, 13:20
Updated l4d linux compile, completely untested

Goes in addons/stripper/bin/

Danny_l4d
11-09-2010, 19:40
Thx for the fix :) it seems to works, thanks a lot psychonic

Luke Penny
11-09-2010, 21:19
Many thanks psychonic, much appreciated!

fpsbrian
11-10-2010, 12:59
I'm a 100% noob with this stuff, how do I get the origin number for spawning something in map?


using hammer

dirka_dirka
11-10-2010, 23:20
go to where you want to put something and then type: getpos in the console. use that in stripper and adjust by a few units as needed because it is never exactly where you want it.

Skorpion1976
11-12-2010, 10:49
L4D2: C7M2, This spawns 1 rifle and 1 autoshotgun. In 1st round they lie on the floor, as intended. In 2nd round they are in the air, at the position of my models eyes. Why does the position of the items change in the 2nd round ? I have seen that in nomercy5 (l4d1) too, where gascans and propane tanks spawn in the 2nd map but in first map they are below the floor...add:
{
"origin" "10351.559570 2359.647217 238.031250"
"weapon_selection" "weapon_rifle"
"spawnflags" "2"
"solid" "6"
"skin" "0"
"disableshadows" "1"
"count" "9"
"body" "0"
"angles" "6.783235 -87.687836 -0.000109"
"classname" "weapon_spawn"
}
{
"origin" "10416.945313 2354.408447 238.031250"
"weapon_selection" "weapon_autoshotgun"
"spawnflags" "2"
"solid" "6"
"skin" "0"
"disableshadows" "1"
"count" "9"
"body" "0"
"angles" "0.914411 -96.973885 -0.000109"
"classname" "weapon_spawn"
"hammerid" "2338600"
}

XeonBloomfield
11-17-2010, 12:02
Welcome

I have got a problem with loading Stripper:Source on Linux TF2 Server.

When I type "meta list" returned is:


Listing 5 plugins:
[01] <ERROR>
[02] SourceMod (1.3.6) by AlliedModders LLC
[03] TF2 Tools (1.3.6) by AlliedModders LLC
[04] BinTools (1.3.6) by AlliedModders LLC
[05] SDK Tools (1.3.6) by AlliedModders LLC


How to get it working ?

I`m using recent version of this plugin - Linux 1.2.1a, and installing correctly - on my Windows test server it`s working great.

Fleder
11-29-2010, 14:07
hey BAILOPAN,

great mod! i managed to remove all thos weapons from any map i wanted.
the problem is: i cannot remove/change the starting weapons of a player.

Is it possible to add this to your mod?
change/remove starting weapons of every player?

so that you, for example, only have a crowbar/gravity gun/pistol at start and nothing else?

would be awesome
thanks and regards

dirka_dirka
11-29-2010, 23:35
he most likely wont answer.. so the answer is no. its been mentioned several times in the 80 pages of this thread

Fleder
11-30-2010, 03:55
he most likely wont answer.. so the answer is no. its been mentioned several times in the 80 pages of this thread

ok, i hope you excuse that i havent searched the whole thread.
i used search function to find a solution, but no functional plugin for HL2:DM.

is there any way to accomplish this you might know?

thanks

BoBzY
11-30-2010, 21:15
add:
{
"classname" "func_button"
"targetname" "bouton_secret"
"disablereceiveshadows" "0"
"health" "0"
"lip" "0"
"locked_sentence" "0"
"locked_sound" "0"
"movedir" "0 0 0"
"origin" "-544 -53.5 0"
"renderamt" "255"
"rendercolor" "255 255 255"
"renderfx" "0"
"rendermode" "0"
"sounds" "0"
"spawnflags" "1025"
"speed" "5"
"unlocked_sentence" "0"
"unlocked_sound" "0"
"wait" "3"
connections
{
"OnPressed" "secret,Use,,0,-1"
"OnPressed" "compteur_3,Add,1,0,-1"
}
solid
{
side
{
"plane" "(-168 -59 66) (-168 -59 65) (-168 -48 65)"
"material" "TOOLS/TOOLSINVISIBLE"
"uaxis" "[0 1 0 22] 0.25"
"vaxis" "[0 0 -1 -54] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"id" "2824"
"plane" "(-158 -48 66) (-158 -48 65) (-158 -59 65)"
"material" "TOOLS/TOOLSINVISIBLE"
"uaxis" "[0 1 0 22] 0.25"
"vaxis" "[0 0 -1 -54] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{

"plane" "(-158 -59 66) (-158 -59 65) (-168 -59 65)"
"material" "TOOLS/TOOLSINVISIBLE"
"uaxis" "[1 0 0 -16] 0.25"
"vaxis" "[0 0 -1 -24] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"plane" "(-168 -48 66) (-168 -48 65) (-158 -48 65)"
"material" "TOOLS/TOOLSINVISIBLE"
"uaxis" "[-1 0 0 16] 0.25"
"vaxis" "[0 0 -1 -24] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"plane" "(-168 -48 65) (-168 -59 65) (-158 -59 65)"
"material" "TOOLS/TOOLSINVISIBLE"
"uaxis" "[0 1 0 44] 0.25"
"vaxis" "[-1 0 0 16] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
side
{
"plane" "(-168 -59 66) (-168 -48 66) (-158 -48 66)"
"material" "TOOLS/TOOLSINVISIBLE"
"uaxis" "[0 -1 0 -44] 0.25"
"vaxis" "[-1 0 0 16] 0.25"
"rotation" "0"
"lightmapscale" "16"
"smoothing_groups" "0"
}
}
}


Its crash the server (I wanna hide one button)

Any idea?

Austinbots
12-16-2010, 05:26
I am trying to add some weapon_ammo_entities to maps.
Sometimes the ammo drop show up and most of the times they don’t.

They always will show up if I add them in around the spawn area of the map, But in other places most of the time they do not show up.

I found this link but it isn’t real helpful.
http://developer.valvesoftware.com/wiki/Info_map_parameters

So I tried modifying info_map_parameters
And found two things that look like it may affect this.
"AmmoPackDensity" "1"
"AmmoDensity" ".25"

I tried things like this to try to get my ammo drop to show up:



modify:
{
match:
{
"classname" "info_map_parameters"
}
replace:
{
"AmmoDensity" "200"
}
replace:
{
"ItemClusterRange" "01"
}
}



Anyone know how to get weapon_ammo_spawn entities to spawn reliably?

Can I use two replace parms like that above with only one match?
Thanks.

NaRyan
12-17-2010, 12:07
I use this on my GMOD Trouble in Terrorist Town server to remove/replace some annoying map problems.

On one of the maps cs_desperados I have used it to place rollermines in 2 areas that players have been abusing.
1 is a room that they can jump into that has no exit, and the other they can jump over the wall and basically be outside of the map.

So in the small room I have 2 rollermines, and over the wall I have about 5 or so rollermines.
The problem is players can use fire grenades to destroy the rollermines, as they cause a slight explosive damage when they explode, and destroy the rollermines.

Is there anyway to make the rollermines spawn and not be able to be killed?

Thanks.

Austinbots
12-17-2010, 13:17
Is there anyway to make the rollermines spawn and not be able to be killed?

Thanks.

Try setting the health on them to some really high value.
That should take care of it.

Paste the full entity description for a roller mine and we may be able to tell you exactly what to do. (I don't know what a roller mine is...)

NaRyan
12-17-2010, 14:12
A rollermine is from Hl2.
Some info about it on the Combine OverWiki. (http://half-life.wikia.com/wiki/Rollermine)

Just adding them by using.
add:
{
"origin" "3452 -4984 17"
"classname" "npc_rollermine"
}

Austinbots
12-17-2010, 16:17
Just adding them by using.
add:
{
"origin" "3452 -4984 17"
"classname" "npc_rollermine"
}

Wow cool!

Here is the description of this entity from the valve developer community.

http://developer.valvesoftware.com/wiki/Npc_rollermine#Keyvalues

Try this.
add:
{
"origin" "3452 -4984 17"
"classname" "npc_rollermine"
"AddHealth" "30000"
}

If that doesn't work look over that page and try things to see if you can get what you want to happen.

dirka_dirka
12-19-2010, 19:40
bobzy what u posted isnt valid code and more importantly its adding a button, not removing it.

austinbots, try using spawnflags instead.. as far as densities go, it would have to be a map by map adjustment based upon how many spawns there are already and how many you want to add. there is a command to calculate the required density on a map (forget what it is off hand, but u give it the number u want and it outputs the density you need).

naryan why not just place objects in the way of people so they cant do the jumps. in l4d1 i placed a bunch of invisible walls in some places to prevent the death pulls that smokers could do.

Austinbots
12-20-2010, 03:15
austinbots, try using spawnflags instead..
there is a command to calculate the required density on a map.


I found this information on the weapon_ammo_spawn entity.
http://developer.valvesoftware.com/wiki/Weapon_ammo_spawn#Keyvalues

At the bottom there is:
Flags



1: Enable Physics
2: Must Exist

Is this what you mean by spawn flags?
The Must Exists looks like it might force it to spawn.
How would I add this to the entity?
Would this do it?
"spawnflags" "2"

Found the console command to do the calculation...
http://developer.valvesoftware.com/wiki/Info_map_parameters#Useful_console_commands
director_solve_item_density <thenumber>

Not going to stop until I figure out how to consistently place ammo wherever I want in the maps...

Thanks!

Austinbots
12-21-2010, 01:46
"spawnflags" "2"
Does the trick for ammo drops.

For anyone trying to get ammo drops in l4d maps add them in like this and it looks like it bypasses the director and they will spawn no matter how many you put in or what the densities are set to for the map.

This is great because I didn't want to mess with the densities for each map.

{
"origin" "603.8 6003.0 2889.9"
"angles" "0.0 5.0 0.0"
"count" "1"
"classname" "weapon_ammo_spawn"
"spawnflags" "2"
}

I don't think count is needed but it doesn't hurt to have it.

Thanks for the help everyone!

sinblaster
01-03-2011, 04:43
I am trying to replace file cabinets with hostages. Either a map has to be written enabling hostages or I am stuffing it up, which is more likely. I just want the hostages as spectators its not for a "CS" map. Just gungames

Here is what Ive added to the global_filters.cfg (its the last "match" entry) but all it does is crash the server. There are 3 cabinets in total I have only added 1 at the moment.

Any help would be very much appreciated. If somebody could be good enough to point out my failings (with the cfg not my personal flaws) it would be appreciated

Cheers



;;EXAMPLE - remove all physics props
;remove:
;{
;"classname" "/prop_physics.*/"
;}

;;EXAMPLE - replace all garbage cans with a hostage
;modify:
;{
; match:
; {
; "model" "models/props_junk/garbage_metalcan002a.mdl"
; "classname" "prop_physics_multiplayer"
; }
; replace:
; {
; "classname" "hostage_entity"
; }
; delete:
; {
; "model" "models/props_junk/garbage_metalcan002a.mdl"
; }
; insert:
; {
; "scale" "0.99"
; }
;}
;{
;"classname" "/.*hostage.*/"
;}
;filter:
;{
;"classname" "/prop_phys.*/"
;}
filter:
{
"classname" "/.*bomb.*/"
}
modify:
{
match:
{
"model" "models/props/cs_office/file_cabinet1.mdl"
"classname" "prop_physics_multiplayer"
}
replace:
{
"classname" "hostage_entity"
}
delete:
{
"model" "models/props/cs_office/file_cabinet1.mdl"
}
insert:
{
"scale" "0.99"
}
}

daveyboye
01-06-2011, 22:01
Hey Bail, I think Stripper needs another look at since all these crazy updates lately. Since the updates, I have issues with some of my ammo drops getting overly loaded, causing a shit storm or ammo in one spot. This is happening most with my crossbow ammo drops.

Here is my global_filters.cfg

;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ;;;;;;;;;;
;; Stripper Global Filter ;;;;;;;;;;
;; ;;;;;;;;;;
;; Skul`Shock by DirtyDave ;;;;;;;;;;
;; ;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 3/10/2007 Update: 2008-02-24
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
modify:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
match:
{
"classname" "weapon_slam"
}
replace:
{
"classname" "weapon_frag"
}
}{
match:
{
"classname" "item_ammo_ar2_altfire"
}
replace:
{
"classname" "item_ammo_357_large"
}
}{
match:
{
"classname" "item_ammo_pistol"
}
replace:
{
"classname" "item_ammo_357"
}
}{
match:
{
"classname" "item_ammo_pistol_large"
}
replace:
{
"classname" "item_ammo_357_large"
}
}{
match:
{
"classname" "weapon_smg1"
}
replace:
{
"classname" "item_healthvial"
}
}{
match:
{
"classname" "item_ammo_smg1"
}
replace:
{
"classname" "item_battery"
}
}{
match:
{
"classname" "weapon_stunstick"
}
replace:
{
"classname" "item_battery"
}
}{
match:
{
"classname" "weapon_physgun"
}
replace:
{
"classname" "item_healthvial"
}
}{
match:
{
"classname" "weapon_rpg"
}
replace:
{
"classname" "item_ammo_ar2_altfire"
}
}{
match:
{
"classname" "item_rpg_round"
}
replace:
{
"classname" "weapon_frag"
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Player Equip (global)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
{
"origin" "0 0 0"
"weapon_crossbow" "1"
"item_ammo_crossbow" "1"
"weapon_shotgun" "1"
"item_box_buckshot" "1"
"weapon_357" "1"
"item_ammo_357" "1"
"weapon_ar2" "1"
"item_ammo_ar2" "1"
"targetname" "give_it_to_me"
"spawnflags" "0"
"classname" "game_player_equip"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Player Equip (global)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
{
"origin" "0 0 0"
"weapon_crossbow" "1"
"item_ammo_crossbow" "1"
"weapon_shotgun" "1"
"item_box_buckshot" "1"
"weapon_357" "1"
"item_ammo_357" "1"
"weapon_ar2" "1"
"item_ammo_ar2" "1"
"targetname" "give_it_to_me"
"spawnflags" "0"
"classname" "game_player_equip"
}
;;
;;;;;;;;; Inventory Select ;;;;;;
;; "weapon_stunstick"
;; "weapon_smg1"
;; "weapon_ar2"
;; "weapon_357"
;; "weapon_shotgun"
;; "weapon_crossbow"
;; "weapon_rpg"
;; "weapon_slam"
;; "weapon_frag"
;; "weapon_physgun"
;
;; "item_ammo_pistol"
;; "item_ammo_pistol_large"
;; "item_ammo_smg1"
;; "item_ammo_smg1_large"
;; "item_ammo_smg1_grenade"
;; "item_ammo_ar2"
;; "item_ammo_ar2_altfire"
;; "item_box_buckshot"
;; "item_ammo_357"
;; "item_ammo_357_large"
;; "item_ammo_crossbow"
;; "item_rpg_round"
;; "item_ammo_crate"
;
;; "item_battery"
;; "item_healthcharger"
;; "item_suitcharger"
;; "item_healthkit"
;; "item_healthvial"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Top Center Boilerplate
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "0 0 0"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.70"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "0"
"x" "-1"
"message" "Skul`Shock by DirtyDave"
"targetname" "skultext"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "-1"
"message" "Skul`Forums www.SKULSHOCKCOMMUNITY.com"
"targetname" "forums"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Right
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "1"
"message" "Visit our Skul`Shock Sister Servers."
"targetname" "sisterserver"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Left
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "0.01"
"message" " Visit Our Skul`Shock Sister Servers."
"targetname" "sisterserver2"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Top Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "0"
"x" "-1"
"message" "Skul`Forums www.SKULSHOCKCOMMUNITY.com"
"targetname" "twinserver"
"classname" "game_text"
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.80"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "-1"
"message" "This Server is Hosted by Skul`Shock Servers
"targetname" "fatpipe"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Game Text Center-Center Skul
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" ".2"
"fadeout" "3.0"
"fadein" "3.0"
"color2" "0 255 0"
"color" "255 0 0"
"effect" "1"
"y" "-1"
"x" "-1"
"message" " Dirty Dave"
"targetname" "skulhamr"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.80"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "-1"
"message" "vist www.SKULSHOCKCOMMUNITY.com"
"targetname" "husks"
"classname" "game_text"
}
;;; Logic Timers
{
"origin" "0 0 0"
"RefireTime" "350"
"spawnflags" "0"
"classname" "logic_timer"
"OnTimer" "skultext,Display,,0,-1"
"OnTimer" "forums,Display,,13,-1"
"OnTimer" "sisterserver,Display,,26,-1"
"OnTimer" "sisterserver2,Display,,42,-1"
"OnTimer" "twinserver,Display,,60,-1"
"OnTimer" "fatpipe,Display,,79,-1"
"OnTimer" "skulhamr,Display,,98,-1"
"OnTimer" "husk, Display,,115,-1"
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Center Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Vote 1
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "1.0"
"fadeout" "0.2"
"fadein" "0.2"
"color2" "0 255 0"
"color" "0 255 0"
"effect" "1"
"y" "-1"
"x" "-1"
"message" "Vote Now"
"targetname" "vote1"
"classname" "game_text"
}
;; Vote 2
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "1.0"
"fadeout" "0.2"
"fadein" "0.2"
"color2" "255 255 255"
"color" "255 255 255"
"effect" "1"
"y" "-1"
"x" "-1"
"message" "Vote Now"
"targetname" "vote2"
"classname" "game_text"
}
;; Vote 3
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "2.0"
"fadeout" "0.2"
"fadein" "0.2"
"color2" "255 255 0"
"color" "255 255 0"
"effect" "1"
"y" "-1"
"x" "-1"
"message" "Vote Now"
"targetname" "vote3"
"classname" "game_text"
}
;;; Logic Timer
{
"origin" "0 0 0"
"RefireTime" "600"
"spawnflags" "0"
"classname" "logic_timer"
"OnTimer" "vote1,Display,,0,-1"
"OnTimer" "vote2,Display,,1.3,-1"
"OnTimer" "vote3,Display,,2.7,-1"
"OnTimer" "vote2,Display,,6,-1"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; ;;;;;;;;;;;;;;;;;;;;;;;
;;;;; END ;;;;;;;;;;;;;;;;;;;;;;;
;;;;; ;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Glide Loading
01-15-2011, 13:10
Question.
Is there is a possibility to spawn L4D\L4D2 models (only models, not characters) with desired face animation ?

Samantha
01-24-2011, 18:54
Would this allow me to remove a decal from a map?

thetwistedpanda
01-24-2011, 23:40
If a decal is considered an entity, yes, if it's a texture on a brush, probably not.

daveyboye
02-06-2011, 01:35
Where is the support for this addon? I've been having serious issues with my crossbow ammo dropping repeatedly. I have posted here back at the beginning of January with no response. The ammo get's overloaded to the point it really starts effecting server performance, and by the 12-15 minute mark of my hl2dm maps, the lag is unbearable. Please, please take a look at this issue. I beg you !!!

I tried changing up my global config and still having the same issues. Here is my current global config:

;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; ;;;;;;;;;;
;; Stripper Global Filter ;;;;;;;;;;
;; ;;;;;;;;;;
;; Skul`Shock by DirtyDave ;;;;;;;;;;
;; ;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Update: 2010-01-17
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
modify:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
match:
{
"classname" "weapon_slam"
}
replace:
{
"classname" "weapon_frag"
}
}{
match:
{
"classname" "item_ammo_ar2_altfire"
}
replace:
{
"classname" "item_ammo_357_large"
}
}{
match:
{
"classname" "weapon_rpg"
}
replace:
{
"classname" "item_ammo_ar2_altfire"
}
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Player Equip (global)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
{
"origin" "0 0 0"
"weapon_crossbow" "1"
"item_ammo_crossbow" "1"
"weapon_shotgun" "1"
"item_box_buckshot" "1"
"weapon_357" "1"
"item_ammo_357" "1"
"weapon_ar2" "1"
"item_ammo_ar2" "1"
"targetname" "give_it_to_me"
"spawnflags" "0"
"classname" "game_player_equip"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Player Equip (global)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
{
"origin" "0 0 0"
"weapon_crossbow" "1"
"item_ammo_crossbow" "1"
"weapon_shotgun" "1"
"item_box_buckshot" "1"
"weapon_357" "1"
"item_ammo_357" "1"
"weapon_ar2" "1"
"item_ammo_ar2" "1"
"targetname" "give_it_to_me"
"spawnflags" "0"
"classname" "game_player_equip"
}
;;
;;;;;;;;; Inventory Select ;;;;;;
;; "weapon_stunstick"
;; "weapon_smg1"
;; "weapon_ar2"
;; "weapon_357"
;; "weapon_shotgun"
;; "weapon_crossbow"
;; "weapon_rpg"
;; "weapon_slam"
;; "weapon_frag"
;; "weapon_physgun"
;
;; "item_ammo_pistol"
;; "item_ammo_pistol_large"
;; "item_ammo_smg1"
;; "item_ammo_smg1_large"
;; "item_ammo_smg1_grenade"
;; "item_ammo_ar2"
;; "item_ammo_ar2_altfire"
;; "item_box_buckshot"
;; "item_ammo_357"
;; "item_ammo_357_large"
;; "item_ammo_crossbow"
;; "item_rpg_round"
;; "item_ammo_crate"
;
;; "item_battery"
;; "item_healthcharger"
;; "item_suitcharger"
;; "item_healthkit"
;; "item_healthvial"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Top Center Boilerplate
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "0 0 0"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.70"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "0"
"x" "-1"
"message" "Skul`Shock by DirtyDave"
"targetname" "skultext"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "-1"
"message" "Skul`Forums www.SKULSHOCKCOMMUNITY.com"
"targetname" "forums"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Right
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "1"
"message" "Visit our Skul`Shock Sister Servers."
"targetname" "sisterserver"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Left
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "0.01"
"message" " Visit Our Skul`Shock Sister Servers."
"targetname" "sisterserver2"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Top Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "0"
"x" "-1"
"message" "Skul`Forums www.SKULSHOCKCOMMUNITY.com"
"targetname" "twinserver"
"classname" "game_text"
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.80"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "-1"
"message" "This Server is Hosted by Skul`Shock Servers
"targetname" "fatpipe"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Game Text Center-Center Skul
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" ".2"
"fadeout" "3.0"
"fadein" "3.0"
"color2" "0 255 0"
"color" "255 0 0"
"effect" "1"
"y" "-1"
"x" "-1"
"message" " Dirty Dave"
"targetname" "skulhamr"
"classname" "game_text"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Lower Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.80"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "1"
"x" "-1"
"message" "vist www.SKULSHOCKCOMMUNITY.com"
"targetname" "husks"
"classname" "game_text"
}
;;; Logic Timers
{
"origin" "0 0 0"
"RefireTime" "350"
"spawnflags" "0"
"classname" "logic_timer"
"OnTimer" "skultext,Display,,0,-1"
"OnTimer" "forums,Display,,13,-1"
"OnTimer" "sisterserver,Display,,26,-1"
"OnTimer" "sisterserver2,Display,,42,-1"
"OnTimer" "twinserver,Display,,60,-1"
"OnTimer" "fatpipe,Display,,79,-1"
"OnTimer" "skulhamr,Display,,98,-1"
"OnTimer" "husk, Display,,115,-1"
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Text Center Center
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Vote 1
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "1.0"
"fadeout" "0.2"
"fadein" "0.2"
"color2" "0 255 0"
"color" "0 255 0"
"effect" "1"
"y" "-1"
"x" "-1"
"message" "Vote Now"
"targetname" "vote1"
"classname" "game_text"
}
;; Vote 2
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "1.0"
"fadeout" "0.2"
"fadein" "0.2"
"color2" "255 255 255"
"color" "255 255 255"
"effect" "1"
"y" "-1"
"x" "-1"
"message" "Vote Now"
"targetname" "vote2"
"classname" "game_text"
}
;; Vote 3
{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.50"
"holdtime" "2.0"
"fadeout" "0.2"
"fadein" "0.2"
"color2" "255 255 0"
"color" "255 255 0"
"effect" "1"
"y" "-1"
"x" "-1"
"message" "Vote Now"
"targetname" "vote3"
"classname" "game_text"
}
;;; Logic Timer
{
"origin" "0 0 0"
"RefireTime" "600"
"spawnflags" "0"
"classname" "logic_timer"
"OnTimer" "vote1,Display,,0,-1"
"OnTimer" "vote2,Display,,1.3,-1"
"OnTimer" "vote3,Display,,2.7,-1"
"OnTimer" "vote2,Display,,6,-1"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; ;;;;;;;;;;;;;;;;;;;;;;;
;;;;; END ;;;;;;;;;;;;;;;;;;;;;;;
;;;;; ;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

asherkin
02-06-2011, 08:55
Where is the support for this addon?

Maybe you should ask for your money back?

Also, Stripper itself can't exactly break, so it's obviously an issue with how you have configured it.

daveyboye
02-06-2011, 13:02
Well, I did actually donate $100 about a year and a half ago to alliedmodders..which goes to Bailopan.

Any why a post like that? It does not help anyway beside incite negative responses? Don't troll. My stripper was configured the same way for a long time, before and after the OB update. Did you actually read through my config to actually see if there was a problem? Or did you simply just troll?

thetwistedpanda
02-07-2011, 10:15
Strip down your configuration to just a few entities and start adding entities back until you find the problem. As asherkin stated, this plugin doesn't really have the power to break anything unless it's at the user's end. You can try running another dump once your server starts to lag to see if anything is piling up.

BAILOPAN
02-08-2011, 03:18
I just make sure this addon works after updates. Unfortunately I don't have time to do more. Usually problems with Stripper come from breaking engine or game invariants; for example, telling it to reference things that aren't loaded, or removing entities that control the map. It's easy to cause crashes or strange behavior.

My recommendation for lag is to see how much memory the server is using. If it's way above normal, there may be a leak. There could also be an entity leak, but usually that will crash.

daveyboye
02-09-2011, 10:06
Hey guys, actually found out the problem. It was stripper, but it was my end. Can't believe none of you guys caught it in my global_config.cfg For some reason, it never caught my eye until yesterday when I had to access it to remove rpg ammo. I listed my
Global Player Equip twice.


add:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Player Equip (global)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
{
"origin" "0 0 0"
"weapon_crossbow" "1"
"item_ammo_crossbow" "1"
"weapon_shotgun" "1"
"item_box_buckshot" "1"
"weapon_357" "1"
"item_ammo_357" "1"
"weapon_ar2" "1"
"item_ammo_ar2" "1"
"targetname" "give_it_to_me"
"spawnflags" "0"
"classname" "game_player_equip"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
add:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; Game Player Equip (global)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;
{
"origin" "0 0 0"
"weapon_crossbow" "1"
"item_ammo_crossbow" "1"
"weapon_shotgun" "1"
"item_box_buckshot" "1"
"weapon_357" "1"
"item_ammo_357" "1"
"weapon_ar2" "1"
"item_ammo_ar2" "1"
"targetname" "give_it_to_me"
"spawnflags" "0"So, obviously it was trying to give more ammo to players at spawn then they could handle. Thus the overloaded drops !

Sorry for wasting your time guys.

Wobliner
03-06-2011, 06:03
hi there,

is it possible to block the drop command for clients playing on the server with stripper ?

nice greetings from germany

thetwistedpanda
03-06-2011, 12:16
Not with Stripper, you'll need to use another plugin for that.

daveyboye
03-07-2011, 01:33
Just put es_xflags add cheat "impulse 51" in your server.cfg/autoexec.cfg if you have eventscripts installed.

Wobliner
03-23-2011, 08:49
can i block the radio icon over players ?
i try these :

modify:
match:
{
"classname" "CTERadioIcon"
}
delete:
{
"classname" "CTERadioIcon"
}

but didnt work :(

Cratoz
03-23-2011, 10:12
I wanna create some big and small boxes on some standards maps.

How am i suppose to know the exact coordination axels (X Y Z) to place them right?

And how do i need to write it in the map.cfg?, also i don't know the name of the models for the boxes.

Samantha
03-23-2011, 17:49
In game type getpos in console. Read the forums to find out how to set it up, it's fairly easy if you try.

Cratoz
03-23-2011, 17:56
In game type getpos in console. Read the forums to find out how to set it up, it's fairly easy if you try.

Thanks, i will give it a try.


When i have this, it works fine. I can see the hostage on the map:

add:
{
"origin" "**** *** ****"
"HostageType" "0"
"classname" "hostage_entity"
}

***** = Replaced

But how am i suppose to have it if i just wanna have a box?

Samantha
03-23-2011, 23:11
Have you tried reading? http://www.bailopan.net/stripper/

Cratoz
03-24-2011, 07:11
Yes, i've readed the manuals and guides. I know how to add the objects in each map config, and how to get the props out of the dump file.

The issue is, i can't find any model in the dump file on dust2 that is similiar to box/crate/cube. Ive even looked trough the models/props without any success.

Do i need to download these boxes from a model site or am i looking at the wrong place? I want the standard boxes that is on dust2, wich is the bigger and smaller wood box.

sinblaster
03-24-2011, 08:12
Look harder. In don't think that if a model exists in a map it necessarily has to come from the folders associated with that particular map. For instance I think there are some props in dust found in office prop folders.

ex. /models/props/cs_office/crates_outdoor.mdl

I looked in the folder /models/props/de_dust/ and found 5 boxes/crates of different sizes

Unless I dont get what you mean. Either way you really need to rely a little more on your self and do some more reading maybe.

Cratoz
03-24-2011, 09:05
Look harder. In don't think that if a model exists in a map it necessarily has to come from the folders associated with that particular map. For instance I think there are some props in dust found in office prop folders.

ex. /models/props/cs_office/crates_outdoor.mdl

I looked in the folder /models/props/de_dust/ and found 5 boxes/crates of different sizes

Unless I dont get what you mean. Either way you really need to rely a little more on your self and do some more reading maybe.

Thanks, mate. That was exactly the info i needed.

Yeah, i saw those crates also when looking around, so tried them, but with no success.

This is the code i have: (the coordinates are right outside T-spawn on Dust2)
add:
{
"origin" "378.220520 -149.544891 74.557358"
"model" "/models/props/cs_office/crates_outdoor.mdl"
"classname" "prop_physics_multiplayer"
}
And i get this message: (tried both models)
ERROR!: Can't create physics object for /models/props/cs_office/crates_outdoor.mdl
ERROR!: Can't create physics object for /models/props/de_dust/du_crate_128x128.mdl
I also tried putting in this line, but that didn't help either.
"multiplayer_physics_mode" "0"Im thinking this classname line is wrong, but i dunno the correct one:
"classname" "prop_physics_multiplayer"Or is there anything else i do wrong or need to add in the lines?

Thanks in advance. Much appreciated!

Samantha
03-25-2011, 06:56
try
prop_physics or prop_physics_override

RU_6uK
03-25-2011, 09:30
+6 medkits for "Cold Stream" maps.

Cratoz
03-26-2011, 05:43
try
prop_physics or prop_physics_override

prop_physics - took away the ERROR i've recived earlier. But the box itself won't spawn/show up.

I did come across this information though:

- The only value required for prop_physics to work is a path to a model. As long as that model is physics-enabled, the correct data will be loaded from it when the map starts.

AFAIK; That means, i shouldn't need any more lines added for it to work?

This is my current code:

add:
{
"origin" "177.850540 -700.777405 66.150925"
"model" "/models/props/de_dust/du_crate_64x64.mdl"
"classname" "prop_physics"
}
So what am i missing here? :?:

bandit
04-01-2011, 16:07
Is there a way to move an existing bomb-site, or add another bombsite?
Some of the maps have unusual bomb sites in the CT spawn area.

Machine
04-13-2011, 19:39
Here a useful stripper config for anyone that doesn't want the slow motion effect for the bridge being destroyed on c13m3_memorialbridge for L4D2.


modify:
{
match:
{
"hammerid" "420255"
}
delete:
{
"OnTrigger" "time_stopStop3.11"
"OnTrigger" "time_stopStart1.11"
}
}

ZeeBOB
04-15-2011, 03:51
Todays update has broken Stripper: Source

Metamod:Source version 1.9.0-dev
Build ID: 746:024416402896-dev
Loaded As: Valve Server Plugin
Compiled on: Apr 14 2011
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/

Missing shutdown function for Sys_InitAuthentication() : Sys_ShutdownAuthentication()
Missing shutdown function for S_Init() : S_Shutdown()
Missing shutdown function for Decal_Init() : Decal_Shutdown()
Missing shutdown function for InitStudioRender() : ShutdownStudioRender()
Missing shutdown function for StaticPropMgr()->Init() : StaticPropMgr()->Shutdown()
Missing shutdown function for modelloader->Init() : modelloader->Shutdown()
Missing shutdown function for InitMaterialSystem() : ShutdownMaterialSystem()
Missing shutdown function for HLTV_Init() : HLTV_Shutdown()
Missing shutdown function for g_Log.Init() : g_Log.Shutdown()
Missing shutdown function for master->Init() : master->Shutdown()
Missing shutdown function for sv.Init( bDedicated ) : sv.Shutdown()
Missing shutdown function for g_GameEventManager.Init() : g_GameEventManager.Shutdown()
Missing shutdown function for NET_Init( bDedicated ) : NET_Shutdown()
Missing shutdown function for Key_Init() : Key_Shutdown()
Missing shutdown function for Filter_Init() : Filter_Shutdown()
Missing shutdown function for saverestore->Init() : saverestore->Shutdown()
Missing shutdown function for COM_Init() : COM_Shutdown()
Missing shutdown function for V_Init() : V_Shutdown()
Missing shutdown function for g_pCVar->Init() : g_pCVar->Shutdown()
Missing shutdown function for Cmd_Init() : Cmd_Shutdown()
Missing shutdown function for Cbuf_Init() : Cbuf_Shutdown()
Missing shutdown function for Con_Init() : Con_Shutdown()
Missing shutdown function for Memory_Init() : Memory_Shutdown()
Missing shutdown function for Host_Init( s_bIsDedicated ) : Host_Shutdown()
Missing shutdown function for Sys_InitMemory() : Sys_ShutdownMemory()
Missing shutdown function for Sys_Init() : Sys_Shutdown()
Missing shutdown function for COM_InitFilesystem( info.m_pInitialMod ) : COM_ShutdownFileSystem()

deathcurse
04-15-2011, 04:58
Server with Stripper enabled doesn't start. Using latest stable MM snapshot.

MisterNine
04-15-2011, 09:23
I love this plugin, I hope it gets fixed. It's the cleanest way to modify just about anything using the source engine.

LordMarqus
04-15-2011, 10:05
I can confirm that Stripper crashes server after latest CS:S update. Using Windows and

16:04:32 Protocol version 15
Exe version 1.0.0.60 (cstrike)
Exe build: 23:32:19 Apr 12 2011 (4539) (240)

and

16:04:00 Loaded plugins:
---------------------
0:<TAB>"Metamod:Source 1.8.6-dev"

Same error messages as in preceding post.

Snaggle
04-15-2011, 15:00
Hope it gets fixed soon, this is damn fine tool.

DeaD_EyE82
04-15-2011, 21:58
http://www.bailopan.net/stripper/snapshots/1.2/

Latest snapshot works with MM:S 1.8.6
Tested it on a CS:S Server with de_aztec

BAILOPAN
04-16-2011, 02:39
http://www.bailopan.net/stripper/ is updated with an official release now.

LordMarqus
04-16-2011, 02:40
Thank you.

sinblaster
04-16-2011, 02:41
Thanks bail

sinblaster
04-16-2011, 03:58
RE THE NEW UPDATE:

It loaded, didnt crash the server I have a basic entrey in global.
filter:
{
"classname" "/prop_phys.*/"
}I wanted to try something new, so I utilized the default example you have:

modify:
{
match:
{
"model" "models/props_junk/garbage_metalcan002a.mdl"
"classname" "prop_physics_multiplayer"
}
replace:
{
"classname" "hostage_entity"
}
delete:
{
"model" "models/props_junk/garbage_metalcan002a.mdl"
}
insert:
{
"scale" "0.99"
}
}All I did was remove the colons, server change map to dust2 (which I know has barrels) instant timeout then crash every time. So I ask, in theory, this example you have in global should work as is without change? If so, it didnt for me.

Recon3Y3z
04-19-2011, 01:26
I love this mod, but I'm having an issue with it and would really like some help.

When loaded it is randomly stripping items from all maps, like banners and wall decals. I emptied the cfg files too. Also, I can't get stripper_dump to work, it generates an empty file by an expected name.

Does this have something to do with the steam update? Any ideas?

Thx in advance...

Latest snapshot fixed it up!
stripper-1.2.2-hg41-linux.tar.gz from http://www.bailopan.net/stripper/snapshots/1.2/

The_Rock
04-20-2011, 14:48
stripper 1.2.1a doesnt work for me

Failed to load plugin addons/stripper/bin/stripper_mm: Failed to get API


Metamod:Source version 1.8.6
Build ID: 762:c9e30df8fd84
Loaded As: Valve Server Plugin
Compiled on: Apr 15 2011
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/

SourceMod Version Information:
SourceMod Version: 1.3.7
SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.3.7)
SourcePawn API: v1 = 4, v2 = 3
Compiled on: Apr 15 2011 07:49:37
Build ID: 3129:0f35d8b324ba
http://www.sourcemod.net/

really weird

[edit]
ok tested with newest snapshot from http://www.bailopan.net/stripper/snapshots/1.2/
and it works

1.2.1a official dl is da shit.. sry bail

bandit
04-21-2011, 18:47
I cannot seem to remove weapons from maps since the update.
I need assistance.

Here is my global_filters.cfg:

}

;Remove all awps
remove:
{
"classname" "weapon_awp"
}

;Remove all scouts
remove:
{
"classname" "weapon_scout"
}

;Remove all m3 shotguns
remove:
{
"classname" "weapon_m3"
}

KiTTeNChaoSS
04-28-2011, 23:42
Could someone post an example how to replace a rpg w/ a .357 Magnum for a HL2DM server, using stripper?

Thankyou,

KiTTeNChaoSS

daveyboye
04-29-2011, 17:33
{
match:
{
"classname" "weapon_rpg"
}
replace:
{
"classname" "weapon_357"
}
}

Fearts
05-04-2011, 13:03
Hi, I am trying to add a custom model to a map.

I have:


add:
{
"origin" "-259.249847 35.685017 452.358734"
"model" "/models/shiroko/ot_plant01.mdl"
"classname" "prop_dynamic"
}
I have tried:

prop_physics = No model is shown
prop_physics_multiplayer = No model is shown
prop_dynamic = ERROR model shown

When I do:

rcon sv_cheats 1
prop_dynamic_create shiroko/ot_plant01

It spawns the model perfectly. Can anyone help me in why this is not working?

FIXED:

Changed:

"model" "/models/shiroko/ot_plant01.mdl" to "model" "models/shiroko/ot_plant01.mdl"

Glide Loading
05-04-2011, 13:46
Fearts.
Try:
"model" "models/shiroko/ot_plant01.mdl"
(Without "/" at beginning of string.)

ProdigySim
05-10-2011, 13:45
Think it would be possible to have the path to keyvalues be cvar configurable? e.g. changes would take effect on map load?

I'd like to use stripper with my plugin's multiple-config-management system--and being able to run different stripper configurations in parallel would be awesome.

KiTTeNChaoSS
05-21-2011, 11:50
Is there a way of editing what weapons players spawn with in HL2DM, using stripper?

I have removed the unwanted weapons from the map, just players keep spawning with the ones I dont want on the map.

Thanks, :3

rautamiekka
05-22-2011, 06:59
Is there a way of editing what weapons players spawn with in HL2DM, using stripper?

I have removed the unwanted weapons from the map, just players keep spawning with the ones I dont want on the map.If not, you can make a script which strips every gun they have right on spawn and give them replacements.

MaloModo
05-25-2011, 23:38
I was just introduced to stripper has a possible way to change access to spawn rooms in tf2 which it seems I have done but what I am really trying to do now if change koth map to arena settings. I don't have any real experience with maps etc...does this work?

remove:
{
"classname" "tf_logic_koth"
}
add:
{
"classname" "tf_logic_arena"
}

MaloModo
05-27-2011, 00:06
Yes MM that will work :):bacon!::bacon:

bobis
06-25-2011, 09:37
Hey guys!


I downloaded the new cssdm from the cssdm site. (v 2.1.4), worked fine!


But i think that Stripper: Source doesn't work anymore with the new update!!!

I mean, when the server has de_dust2 map , the round ends when the roundtime is over, and stripper was responsible to prevent that from happening.

So? We are also waiting for a Stripper update?

TwOzCaR
06-25-2011, 11:20
yes stripper out of order maybe only on dust2 coz i think it worked at cbble

bobis
06-25-2011, 12:27
yes stripper out of order maybe only on dust2 coz i think it worked at cbble

Not only in de_dust2, I have noticed also that in cs_office, the round ends when round timer goes 0:00 (zero) and this is not normal with stripper source enabled.

Also, this is my addons/stripper/global_filters.cfg :

;;EXAMPLE - remove all physics props
;remove:
;{
;"classname" "/prop_physics.*/"
;}

;;EXAMPLE - replace all garbage cans with a hostage
;modify:
;{
; match:
; {
; "model" "models/props_junk/garbage_metalcan002a.mdl"
; "classname" "prop_physics_multiplayer"
; }
; replace:
; {
; "classname" "hostage_entity"
; }
; delete:
; {
; "model" "models/props_junk/garbage_metalcan002a.mdl"
; }
; insert:
; {
; "scale" "0.99"
; }
;}
filter:
{
"classname" "/.*bomb.*/"
}
{
"classname" "/.*hostage.*/"
}

bobis
06-26-2011, 04:47
OOOOOPS, PROBLEM SOLVED!!!!!


I just forgot to put stripper.vdf in the addons/metamod folder.

Now it works perfectly :D

Sorry for my previous reply, please delete it!!!!!

TwOzCaR
07-07-2011, 04:21
OOOOOPS, PROBLEM SOLVED!!!!!


I just forgot to put stripper.vdf in the addons/metamod folder.

Now it works perfectly :D

Sorry for my previous reply, please delete it!!!!!

what are u on windows or linux server? because we on linux it wont work anymore

TwOzCaR
07-07-2011, 22:09
why isent stripper working on linux servers?

CrazyHunter
07-13-2011, 14:58
my server is using stripper 1.2.2 hg49 linux and i want remove from cs_office the hostage for deathmatch but the hostages doesnt deletet but stripper is running.

Danny_l4d
08-04-2011, 22:31
I got a little issue with stripper source in l4d2..

I use stripper only for removing meds, placing meds and try to block bugs in l4d2..

I placed this in my file a part I will post here
add:
{
"origin" "2287.690918 5210.058594 510.031250"
"spawnflags" "3"
"angles" "-86 28 -32"
"classname" "weapon_first_aid_kit_spawn"
}
{
"origin" "2287.690918 5210.058594 510.031250"
"spawnflags" "3"
"angles" "-86 25 -29"
"classname" "weapon_first_aid_kit_spawn"
}
{
"origin" "2287.690918 5210.058594 510.031250"
"spawnflags" "3"
"angles" "-86 27 -30"
"classname" "weapon_first_aid_kit_spawn"
}
remove:
{
"hammerid" "1206639"
}

now the first level its loads the medkits removes the medkits in that level..
switching from 1st to 2nd level nothing is there..
then if I manually reload the level in HLSW the meds are there.. and I don't have a clue why it does this..

I use Stripper (1.2.2) by BAILOPAN
also have this problem with 1.2.1

anyone?

Danny

MisterNine
08-18-2011, 17:28
Could anyone share with me the method for altering respawn wave times within TF2 using this plugin?

I've tried using modify to do this for our 24/7 Harvest server, but the end result is that the timers for the control point never count down.

FaTony
08-19-2011, 04:59
mp_respawnwavetime?

MisterNine
08-19-2011, 10:46
mp_respawnwavetime?

The problem with using mp_respawnwavetime is that in KotH, the respawn time changes each time the point is captured. Here is the code I assume I need to alter, taken from a dump of koth_harvest_final:


{
"model" "*10"
"team_spawn_3" "0"
"team_spawn_2" "0"
"team_numcap_3" "2"
"team_numcap_2" "2"
"team_cancap_3" "1"
"team_cancap_2" "1"
"targetname" "capture_area_1"
"StartDisabled" "0"
"area_time_to_cap" "2"
"area_cap_point" "control_point_1"
"classname" "trigger_capture_area"
"hammerid" "373229"
"OnCapTeam2" "prop_cap_1,Skin,2,0,-1"
"OnCapTeam1" "prop_cap_1,Skin,1,0,-1"
"OnCapTeam2" "tf_gamerules,SetRedTeamRespawnWaveTime,4,0,-1"
"OnCapTeam2" "tf_gamerules,SetBlueTeamRespawnWaveTime,8,0,-1"
"OnCapTeam1" "tf_gamerules,SetBlueTeamRespawnWaveTime,4,0,-1"
"OnCapTeam1" "tf_gamerules,SetRedTeamRespawnWaveTime,8,0,-1"
"OnCapTeam1" "tf_gamerules,SetRedKothClockActive,,0,-1"
"OnCapTeam2" "tf_gamerules,SetBlueKothClockActive,,0,-1"
}

Sammit92
08-20-2011, 12:58
Hi all.
I use Deathmatch mod on my server and maps like fy_ or dm_
Players in one team as well known can't die all together in Deathmatch so on maps like fy_ or dm_ when timeleft become 0 map doesn't change .
I begin to use Stripper Source and add the hostages to the global_filters.cfg:


filter:
{
"classname" "/prop_phys.*/"
}
add:
{
"origin" "1376 3168 -112"
"HostageType" "0"
"classname" "hostage_entity"
}

The hostage appeared on the maps but the map still doesn't change when timeleft become 0.

Anyone can help me please?
Sorry for my bad English.

maza51
09-07-2011, 07:32
!!!

asto
09-18-2011, 12:24
Hi!

How can I spawn objects?
I want to block some exploits in L4D (like death toll finale rock bug) with a spawned object, but I don't know how.

I also don't know how to get the cursor coordinates?

Tabun
09-27-2011, 13:16
Got tired of VS-unfriendly map design in L4D2, so I hacked together my own set of stripper:source .cfg files.

I used some fixes by Eraa and Untalented -- props to them (they're credited in the .cfg files where applicable -- mostly DeC, HR and Par fixes). Most things I pieced together myself. I care about the aesthetics, so I mostly used environment-appropriate barriers and such. So no ugly fences or repetitive objects everywhere.

tabun_stripper_maps_configs_full_v12.zip (http://www.tabun.nl/fun/l4d2_server/tabun_stripper_maps_configs_full_v12.zip)

Generally, these .cfgs make the later parts of maps harder (notably DeC2, DeC3, Par2, Par3) and makes those way too short maps a little longer DaC4, HR4, NM1, NM4). Should make distance points match effort better.

Includes fixes for these campaigns: DeC, DaC, SF, HR, Par, NM (, minor BH).

These should be fully coop-friendly (though I'm not 100% sure about Par2).
Oh, and I didn't want to run the L4D2 routing plugin, so these are not compatible with that.

DaftMink
10-14-2011, 16:04
I think the Linux binaries may need an update after the last TF2 Update.
The plugins still working, I just don't think all the features are their.

Shona
10-16-2011, 09:38
I have a queation about stripper:source

The map i won't to change is achievement_all_v4 and it is not big but i don't know how to block on the map or in a special area to build up an sentry gun

can someone help me with this ot explain if this is possible?

cheers,
shona

Edit: The Area is from the Position "1591 480 16" to "565 -1889 504"

disawar1
10-24-2011, 07:29
Hello, tell me please, can i save some things from the plugins on maps with stripper:source?
For example: these portals (http://forums.alliedmods.net/showthread.php?p=1200426)

xioSlayer
11-10-2011, 02:58
"OnHealthChanged" "workspots02[ESC]TurnOff[ESC]0[ESC]-1"

I couldn't find any answers about this...

when using stripper_dump, what are these 'ESC' (as displayed in notepad++) characters? and how would you input these values into to SetEntProp()?

daveyboye
11-29-2011, 20:00
Stripper is broke due to Source Engine Update 11/29/2011. There was a big model update, so that prob had something to do with it. With Bailopan gone now, is the plugin going to be worked on?

daveyboye
11-30-2011, 13:43
Bail messaged me back yesterday and stated he was going to work on an update before the end of the week :)

nightrider
12-03-2011, 23:18
Nice .. thank you in advance Bailopan

Astron
12-04-2011, 11:37
How to add spawn points of gathering for for game css CT and Tr

Tabun
12-06-2011, 12:35
Would it be possible to make it so that stripper:source loads configs based on a server-side cvar?

Say, stripper_enabled 0/1...

Or, even better, an on-the-fly configurable stripper-maps directory to be chosen, so that you can have several sets of map files on the server that you can "select" between.

That'd be great for configuration and testing. Right now I have to delete/move my configs in order to play with/without the changes I've made.

If it's not currently possible, is it possible for someone to code that in (easily)?

Thanks!


Edit: Never mind, I just heard about the 1.2.2 r48+ updates elsewhere. Cheers!

Astron
12-11-2011, 00:04
Sorry.

How to add new spawn points of map for for game css CT and Tr

I have a map with 32 spawn points. I want to add to it 30 more spawn.

Example from the mani admin



// Spawn points for map de_dust2

"de_dust2"

{

// Spawn points for team index 2 (info_player_terrorist)

"2"

{

"21" "-602 -920 176 0 356 0"
"22" "-602 -824 176 0 0 0"
"23" "-602 -736 176 0 0 0"
"24" "-698 -736 176 0 0 0"
"25" "-786 -736 176 0 0 0"
"26" "-514 -672 144 0 0 0"
"27" "-514 -760 144 0 0 0"
"28" "-514 -856 144 0 356 0"
"29" "-514 -952 144 0 356 0"
"30" "-994 -851 176 0 156 0"
"31" "-1090 -912 176 0 156 0"
"32" "-843 -912 176 0 156 0"

}



// Spawn points for team index 3 (info_player_counterterrorist)

"3"

{

"21" "306 2304 -88 0 255 0"
"22" "210 2304 -88 0 255 0"
"23" "210 2144 -88 0 180 0"
"24" "306 2144 -88 0 180 0"
"25" "402 2144 -88 0 0 0"
"26" "498 2144 -88 0 0 0"
"27" "210 2224 -88 0 222 0"
"28" "306 2224 -88 0 222 0"
"29" "352 2224 -88 0 324 0"
"30" "402 2224 -88 0 324 0"
"31" "448 2224 -88 0 324 0"
"32" "204 2428 -88 0 324 0"
"33" "498 2224 -88 0 324 0"
"34" "295 2420 -88 0 324 0"

}

}

daveyboye
12-14-2011, 18:12
Bail, would you consider making this project open source or porting it over to sourcemod so that it can live on. I have not heard back from you since 11/29/11 and thus have not been able to use Stripper on my hl2dm server. This plugin provides most of the functioning for my server.

rhelgeby
12-14-2011, 19:45
You can pull or download the source from this place (as noted in the first post): http://hg.alliedmods.net/strippersource/

daveyboye
12-16-2011, 14:29
Deleted. Was able to alter source code.

SyluxLockjaw100
12-25-2011, 06:04
Hey,does anyone know how to check the origin/position at where you're standing at? Thanks.

Skorpion1976
12-25-2011, 07:48
you are talking about console command "getpos" and "getpos_exact" ? One is for the point where you stand, the other one is in the height of the modelīs eyes.

SyluxLockjaw100
12-25-2011, 21:51
you are talking about console command "getpos" and "getpos_exact" ? One is for the point where you stand, the other one is in the height of the modelīs eyes.

Thanks alot!

duydangle
12-30-2011, 02:00
Bail messaged me back yesterday and stated he was going to work on an update before the end of the week :)

This mod is broken now? Can it work with tf2?

pel1944
01-14-2012, 14:45
I am having a problem with Strippers. I am using linux as OS and configuring a L4D server. I am using stripper (1.2.2) to remove all medpacks in the map and adding the original medpacks in the start saferoom and then adding 4 more.

The problem is this works perfect when changing maps using admin command, but not when I finish one map and move on to next map. The medpacks are gone and no new are spawned.

Has anyone experienced this?

This is one of the map.cfg

filter:
{
"classname" "weapon_first_aid_kit_spawn"
}

add:
{
"origin" "-7898.31 -14888.2 339.494"
"spawnflags" "0"
"solid" "6"
"count" "1"
"angles" "78.5 45 4.5"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "155272"
}
{
"origin" "-7892.65 -14896.7 339.608"
"spawnflags" "0"
"solid" "6"
"count" "1"
"angles" "90 356.713 0"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "155274"
}
{
"origin" "-7880 -14896 337.979"
"spawnflags" "0"
"solid" "6"
"count" "1"
"angles" "-7.59806 50.2949 10.5796"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "155276"
}
{
"origin" "-7884.16 -14888.2 339.909"
"spawnflags" "0"
"solid" "6"
"count" "1"
"angles" "73.0551 43.104 -8.17219"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "155278"
}
{
"origin" "-8100 -15170 279 "
"spawnflags" "2"
"solid" "6"
"angles" "90 90 90"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
}
{
"origin" "-8115 -15170 280 "
"spawnflags" "2"
"solid" "6"
"angles" "90 90 70"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
}
{
"origin" "-8125 -15170 281 "
"spawnflags" "2"
"solid" "6"
"angles" "90 90 100"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"
}
{
"origin" "-8145 -15170 282 "
"spawnflags" "2"
"solid" "6"
"angles" "90 90 85"
"ammo" "0"
"classname" "weapon_first_aid_kit_spawn"

mac
01-14-2012, 17:04
Your missing a close bracket at the end of the cfg

}

pel1944
01-15-2012, 07:24
Yeah I know. Just a copy and paste error from the.cfg file. However, the 7 other medkits would have been spawned.

Why does the medkits spawn when I manually choose the map and not when I have finished one map and the game move me to the next map??

lredo
01-15-2012, 15:36
Maybe i missed a page.How can i add medits when they are missing at the start of every round of my L4D2 server.
What is the exact code i add to the global_filters.cfg ?

RU_6uK
01-16-2012, 09:37
You should create .cfg for each map and put code like this.

add:
{
"origin" "6900 -500 803"
"solid" "6"
"skin" "0"
"model" "models/props/terror/ammo_stack.mdl"
"disableshadows" "1"
"angles" "0 0 0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "2653686"
}

dbmiller5
01-16-2012, 18:56
Hi, I am trying to remove some built in teleporters in a tf2 map. I dont want to edit the map since its a very popular map name and it would ruin my server population. I really have no idea where to start using stripper:source?:oops:
I added this in the global:
filter:
{
"classname" "trigger_teleport"
}

And it worked!!

pel1944
01-23-2012, 06:23
Just a quick update. I did some more experimenting and found out if I place the medkits outside the saferoom they will spawn. Not sure why it is a problem to spawn them inside the saferoom

JackieChan
01-23-2012, 16:56
Try using something like this and only having these for each kit spawn:


{
;Spawn Safe Room Kits
"solid" "6"
"body" "0"
"origin" "690 708 -446"
"angles" "0 180 0"
"model" "models/w_models/weapons/w_eq_medkit.mdl"
"classname" "weapon_first_aid_kit_spawn"
}

I was always able to get kits to spawn in the saferoom and never had any problems with level transitions. I've since moved on from using Stripper to ensure that all survivors get kits and instead have it so one of my plugins gives all survivors a kit once someone leaves the safe room.

pel1944
01-24-2012, 02:30
Thank you Jackie Chan. I will try when I come home.
Funny thing is that I have a friend that also is using Linux and Stripper and is able to spawn medkits in saferoom.

Since I would only be using stripper to spawn and possble remove medkits and it is very cumbersome to do this manually, could you please share with me the code used to give people medkits when players leave the saferoom? It would make it much easier when changing the number of players on my server

pel1944
01-24-2012, 13:22
Nope, did not work. Back to putting medkits outside saferoom

Zbeer
01-26-2012, 13:18
It is possible to change all T1 Weapons with T2 weapons?
How?

Thanks!

Austinbots
01-31-2012, 23:21
Just a quick update. I did some more experimenting and found out if I place the medkits outside the saferoom they will spawn. Not sure why it is a problem to spawn them inside the saferoom


Try add this flag to your medkits entity.
It is a "must exist" flag.

"spawnflags" "2"

pel1944
02-02-2012, 12:04
Thanks for the input, but if you see my original post, #878 I am using this flag. It does not help

Chronic1
02-05-2012, 16:41
Can someone show me how to remove all the pills from the saferoom?

Marcus101RR
02-22-2012, 15:23
Anyone have L4D1 Stripper Maps? I like to find a good pro-style map layout.

blue zebra
02-24-2012, 08:37
Hi.
Anyone can help me?
I try remove the junk parts from the ground is CSS and de_dust2.
Some parts removed, some parts not. What i do wrongly?
My de_dust2.cfg:

remove:
{
"model" "models/props_junk/garbage_metalcan002a.mdl"
}
remove:
{
"model" "models/props_junk/garbage_milkcarton002a.mdl"
}
remove:
{
"model" "models/props_junk/garbage_plasticbotle001a.mdl"
}
remove:
{
"model" "models/props_junk/garbage_plasticbucket001a.mdl"
}
remove:
{
"model" "models/props_junk/garbage_PlasticCrate01a.mdl"
}
remove:
{
"model" "models/props_vehicles/carparts_axel01a.mdl"
}
remove:
{
"model" "models/props_vehicles/tire001c_car.mdl"
}
"model" "models/props_vehicles/carparts_axel01a.mdl" - removed
"model" "models/props_vehicles/tire001c_car.mdl" - not removed

But when is use this, all junk parts and all two unwanted car parts removed. Nothing others.
Cars not:

remove:
{
"model" "/.*props_junk.*/"
}
remove:
{
"model" "/.*props_vehicles.*/"
}

davidov
03-02-2012, 17:55
Does someone make it work on his cs:s linux server to remove hostages on cs_ map?
The plugin is loaded but It doesn't remove any hostage on mine...
filter:
{
"classname" "/prop_physics.*/"
"classname" "hostage_entity"
"classname" "/.*bomb.*/"
}

Zolga
03-03-2012, 14:26
Does someone make it work on his cs:s linux server to remove hostages on cs_ map?
The plugin is loaded but It doesn't remove any hostage on mine...
filter:
{
"classname" "/prop_physics.*/"
"classname" "hostage_entity"
"classname" "/.*bomb.*/"
}

Just try

filter:
{
"classname" "hostage_entity"
}

or

filter:
{
"classname" "hostage_entity"
}
{
"classname" "/.*bomb.*/"
}
{
"classname" "/prop_physics.*/"
}

davidov
03-04-2012, 04:30
Just try

filter:
{
"classname" "hostage_entity"
}
or

filter:
{
"classname" "hostage_entity"
}
{
"classname" "/.*bomb.*/"
}
{
"classname" "/prop_physics.*/"
}


It works now!

Big thanks.

AlfredSpain
03-08-2012, 06:06
Anyone know because I work?


I followed the installation from 0.

Metamod 1.8.7

Linux server.

Unzip all the server reboot ... leave the examples that comes by default but for example in the dust map does not change anything.

AlfredSpain
03-09-2012, 07:33
yES, wORK!!

I have a doubt ...

I created a config for the map de_catalane_b5

filter:
{
"classname" "/ prop_physics. * /"
}


http://www.gamebanana.com/css/maps/46323

http://wizard.gamebanana.com/img/ss/maps/99530.jpg

With that it remove all the explosive barrels on the map there ...

The fact is that if you should be shot where the barrel ... exploits, but the barrel is not.

: S

Is total fix this?


Edit: SOLVED

AlfredSpain
04-05-2012, 07:27
You can move the bomb site a or b?

For example, in de_dust to plant the bomb on the base of the points t, and remove default pump.

This is posible?

AlfredSpain
04-11-2012, 14:55
how to remove all barrels?

blue zebra
04-14-2012, 04:48
Hi.
Can i create shomehow working health, and/or suit charger device on the walls, with this plugin?
From the HL2 to the CSS and specially for the de_dust2.
Thanks in advance for the answer.

AlfredSpain
04-14-2012, 19:32
Hi.
Can i create shomehow working health, and/or suit charger device on the walls, with this plugin?
From the HL2 to the CSS and specially for the de_dust2.
Thanks in advance for the answer.



Example:

cstrike/addons/stripper/maps/de_dust2.cfg

add:
{
"origin" "1376 3168 -112"
"model" "models/props/de_inferno/wine_barrel.mdl"
"classname" "prop_physics"
}


type getpos in console for generate "origin"

blue zebra
04-17-2012, 03:37
Thanks, but the health_charger from hl2 folder dont works for me, with this method. :(

Another question.
Can i add these spawnpoints with the stripper to d2?
Now i use the stripper for add extra props and spawntools for add extra spawnpoints.
I want to remove spawntools from my server.

"smdata"
{
"remdefsp" "0"
"ns:0:pos" "159.608154 2070.000000 -88.000000"
"ns:0:ang" "178.108414"
"ns:0:team" "3.000000"
"ns:1:pos" "255.391617 2070.000000 -88.000000"
"ns:1:ang" "178.108566"
"ns:1:team" "3.000000"
"ns:2:pos" "351.770416 2070.000000 -88.000000"
"ns:2:ang" "-0.091406"
"ns:2:team" "3.000000"
"ns:3:pos" "446.967834 2070.000000 -88.000000"
"ns:3:ang" "-0.619267"
"ns:3:team" "3.000000"
"ns:9:pos" "90.867767 2465.133057 -88.000000"
"ns:9:ang" "-96.751709"
"ns:9:team" "3.000000"
"ns:4:pos" "-831.796814 -667.000000 176.000000"
"ns:4:ang" "-146.179367"
"ns:4:team" "2.000000"
"ns:5:pos" "-734.721558 -667.000000 176.000000"
"ns:5:ang" "-154.231537"
"ns:5:team" "2.000000"
"ns:6:pos" "-647.020874 -667.000000 176.000000"
"ns:6:ang" "-3.355757"
"ns:6:team" "2.000000"
"ns:7:pos" "-551.852478 -667.000000 176.000000"
"ns:7:ang" "-3.685743"
"ns:7:team" "2.000000"
"ns:8:pos" "-832.521667 -918.633423 176.000000"
"ns:8:ang" "-0.383271"
"ns:8:team" "2.000000"
}
Anyone can help me?

AlfredSpain
04-21-2012, 10:17
For edit spawnpoints, use SpawnTools 7

https://forums.alliedmods.net/showthread.php?t=115496&highlight=SpawnTooLS

Bacardi
04-21-2012, 11:32
...
Another question.
Can i add these spawnpoints with the stripper to d2?
You can add spawnpoint with stripper...


Now i use the stripper for add extra props and spawntools for add extra spawnpoints.
I want to remove spawntools from my server.

Easiest tool add/change spawnpoint and you want remove it ?? :|
Suit yourself.



;; CT spawnpoint
add:
{
"classname" "info_player_counterterrorist"
"origin" "159.608154 2070.000000 -88.000000"
"angles" "0 178.108414 0"
}

;; T spawnpoint
add:
{
"classname" "info_player_terrorist"
"origin" "-831.796814 -667.000000 176.000000"
"angles" "0 -146.179367 0"
}

"smdata"
{
"remdefsp" "0"
"ns:0:pos" "159.608154 2070.000000 -88.000000"
"ns:0:ang" "178.108414"
"ns:0:team" "3.000000"
"ns:1:pos" "255.391617 2070.000000 -88.000000"
"ns:1:ang" "178.108566"
"ns:1:team" "3.000000"
"ns:2:pos" "351.770416 2070.000000 -88.000000"
"ns:2:ang" "-0.091406"
"ns:2:team" "3.000000"
"ns:3:pos" "446.967834 2070.000000 -88.000000"
"ns:3:ang" "-0.619267"
"ns:3:team" "3.000000"
"ns:9:pos" "90.867767 2465.133057 -88.000000"
"ns:9:ang" "-96.751709"
"ns:9:team" "3.000000"
"ns:4:pos" "-831.796814 -667.000000 176.000000"
"ns:4:ang" "-146.179367"
"ns:4:team" "2.000000"
"ns:5:pos" "-734.721558 -667.000000 176.000000"
"ns:5:ang" "-154.231537"
"ns:5:team" "2.000000"
"ns:6:pos" "-647.020874 -667.000000 176.000000"
"ns:6:ang" "-3.355757"
"ns:6:team" "2.000000"
"ns:7:pos" "-551.852478 -667.000000 176.000000"
"ns:7:ang" "-3.685743"
"ns:7:team" "2.000000"
"ns:8:pos" "-832.521667 -918.633423 176.000000"
"ns:8:ang" "-0.383271"
"ns:8:team" "2.000000"
}

blue zebra
04-22-2012, 01:33
Easiest tool add/change spawnpoint and you want remove it ?? :|
Suit yourself.

Thank you.
If this two plugin can managing same things, then i don't want to run both. This is the reason.
Do you think that this is not rational idea? Interest only.

Bacardi
04-22-2012, 02:32
Thank you.
If this two plugin can managing same things, then i don't want to run both. This is the reason.
Do you think that this is not rational idea? Interest only.
Yes when want less plugins, less trouble shooting. :bacon!:

blue zebra
04-22-2012, 04:39
I running many sm plugins, who do same things what the stripper can do too. I want to replace them with one (stripper). For example:

- buyc4 plugin (stripper can spawn bombs too, i think)
* what is the bombs classname?
- map-decals plugin (stripper can do this thing too, i think)
- spawntools (stripper can do this thing too, i think)

Motto: less plugins, less cpu usage on server side. Or not?

Bacardi
04-22-2012, 11:00
- buyc4 plugin (stripper can spawn bombs too, i think)
* what is the bombs classname?
weapon_c4


- map-decals plugin (stripper can do this thing too, i think)

infodecal
need get right position from surface
Need *.res file or plugin to upload custom textures.


Motto: less plugins, less cpu usage on server side. Or not?
Partly. Depend lot of plugin how builded, how often do "actions".

blue zebra
04-23-2012, 02:55
c4 spawning works perfectly with the stripper. Thanks.

The map-adverts don't works for me. I do something wrongly. 100%, but what?
I think, i use some wrong classname for the vtf file. What is the correct classname?
infodecal does not works.
env_sprite works but show faulty picture.

Bacardi
04-23-2012, 02:57
Just use plugins.... it's more easily.

blue zebra
04-23-2012, 04:07
I like the hard way :D
How can i see the right decal positions on the walls?
I try to creating one map-decal, with the stripper, but the decal are not visible. :(
I use these values:
- game: CSS
- map: de_dust2
- position: "-591.968750 2019.875610 -53.374519"
Coordinate is good. Works perfectly with the map-decals plugin.
- decal: anything

vmt:

"LightmappedGeneric"
{
"$basetexture" "decals/custom/my_folder/example" (or example.vmt)
"$decal" 1
"$decalscale" 0.3
"$translucent" 1
}

noctua
05-19-2012, 02:52
It is possible to filter out these player blocking brushes in L4D1? In the editor these volumes has a texture called "player clip". Like in versus for special infected, you can easy remove the blocking volumes with:

filter:
{
"classname" "func_playerinfected_clip"
}

I've tested func_nav_blocker, but nothing happens.

sorry for bad english.

TrueSurvivor
05-19-2012, 15:53
Hey guys,

Stripper:source doesn't appear to be working fully on L4D1 campaigns IN L4D2.
I can spawn guns, but I can't spawn ammo piles or melee weapons.

Also, the L4D1 maps appear to be ignoring global_filters completely.
My global_filters remove all throwable and pills on the map and it works flawlessly on L4D2 campaigns but not on the L4D1 ones. o:

Does anyone have a fix?

C0nw0nk
05-24-2012, 10:32
Thanks for this resolved my issue in TF2 with spawn rooms nobuild barries and other bits.

For anyone who wants a list of commands https://developer.valvesoftware.com/wiki/Category:Team_Fortress_2_Entities

But i am stuck with enabling disabled or blocked capture points i cant seem to enable them a little help from anyone would be great :D

SGG
05-27-2012, 21:28
Hey guys,

Stripper:source doesn't appear to be working fully on L4D1 campaigns IN L4D2.
I can spawn guns, but I can't spawn ammo piles or melee weapons.

Also, the L4D1 maps appear to be ignoring global_filters completely.
My global_filters remove all throwable and pills on the map and it works flawlessly on L4D2 campaigns but not on the L4D1 ones. o:

Does anyone have a fix?

I've never been able to spawn ammo piles, care to copy paste the stripper cfg or just that part of it? I want to add one to the low path I force on dead centre 3.

arYx
06-06-2012, 00:44
any fix for csgo?

C0nw0nk
06-06-2012, 23:36
Does anyone know if stripper can be used to limit the number of entities ?

blue zebra
06-09-2012, 00:13
I use cca. 40 entities with the stripper and not see limit.

Zephyrus
06-09-2012, 05:32
I use cca. 40 entities with the stripper and not see limit.

that wasnt the question

Does anyone know if stripper can be used to limit the number of entities ?

no you cant

C0nw0nk
06-09-2012, 08:50
that wasnt the question



no you cant

Be good if we could hopefully it's something the developer considers for future updates.

Zephyrus
06-11-2012, 14:18
Be good if we could hopefully it's something the developer considers for future updates.

pretty sure it will never happen it has nothing to do with the purpose of this plugin

Tiger50
06-17-2012, 15:30
Hi

We use Stripper:Source (http://www.bailopan.net/stripper/) to changes to our clan maps in L4D2, one thing we would like to do is deploy the incendiary and explosive ammo packs.

We can move them and open them manually, but we cannot find a way to deploy them using Stripper:Source

Can anyone help please.

Thank you in advance.

dbmiller5
06-23-2012, 16:05
Hey, stripper source stopped working for me. I am trying to remove the teleporters on achievement_idle_awesomebox8 in tf2. I had (below) in the global and it worked fine, but not its not working. I updated SS, but still nothing.

filter:
{
"classname" "trigger_teleport"
}

Cerobug
06-24-2012, 13:19
I was wondering if anyone could help me build a working global_filters.cfg. I want to remove 10 prop_physics_multiplayer models without removing all prop_physics_multiplayer but I can only ever get it to remove 1 item. I don't want to filter out all objects just the 10 I specified. I used modify: but that only ever seem to filter out 1 model and adding in a second modify: it cancels them both out so not sure how i would go about doing 10 diff models.

The 10 models are

piano_bench.mdl
shelf1.mdl
drawer1.mdl
couch2.mdl
lamp1.mdl
dresser1.mdl
desk1.mdl
drawer3.mdl
bedframe_single.mdl
piano.mdl

Bacardi
06-24-2012, 13:51
@Cerobug, try this.

;;EXAMPLE - remove all physics props
;remove:
;{
;"classname" "/prop_physics.*/"
;}

;;EXAMPLE - replace all garbage cans with a hostage
;modify:
;{
; match:
; {
; "model" "models/props_junk/garbage_metalcan002a.mdl"
; "classname" "prop_physics_multiplayer"
; }
; replace:
; {
; "classname" "hostage_entity"
; }
; delete:
; {
; "model" "models/props_junk/garbage_metalcan002a.mdl"
; }
; insert:
; {
; "scale" "0.99"
; }
;}

remove:
{
"classname" "/prop_physics.*/"
"model" "/piano_bench.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/shelf1.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/drawer1.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/couch2.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/lamp1.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/dresser1.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/desk1.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/drawer3.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/bedframe_single.mdl/"
}
{
"classname" "/prop_physics.*/"
"model" "/piano.mdl/"
}

dbmiller5
06-27-2012, 16:58
Hey, stripper source stopped working for me. I am trying to remove the teleporters on achievement_idle_awesomebox8 in tf2. I had (below) in the global and it worked fine, but not its not working. I updated SS, but still nothing.

filter:
{
"classname" "trigger_teleport"
}

Anyone know what the problem is?

Starbish
07-03-2012, 02:40
DOWNLOAD AT: http://www.bailopan.net/stripper/ (http://www.bailopan.net/stripper/#install)

This is a port of Botman's Stripper2 (http://botman.planethalflife.gamespy.com/stripper2.shtml) utility for Half-Life 1. You can add any type of entity - hostage, spawn point, physics prop, permanently to the map. You can also filter out entities for deletion, either by specific entries or regular expressions. As of version 1.1+, you can also search and modify entities. This new feature lets you replace, insert, or delete sets of properties based on the rules you set.

Stripper:Source lets you define global rules and per-map rules. It also lets other plugins (both SourceMM plugins and Server Plugins) use its API.

Some screenshots are here:
Hostage in de_dust spawn (http://www.bailopan.net/stripper/hostage_full.jpg)
Removing physics props (http://www.bailopan.net/stripper/props_full.jpg)
Removing physics props 2 (http://www.bailopan.net/stripper/props2_full.jpg)
Replacing garbage cans with hostages (http://www.bailopan.net/stripper/replace1.jpg)

This may seem cheesy at first but users of stripper2 know how powerful it can be. Personally, I dislike physics objects in CS:S, so I made this to strip them all out on all maps, as well as game objectives for CS:S DM.

There is one console command - stripper_dump - which will write all of the map entity properties to a file in addons/stripper/dump. This is extremely helpful for editing maps.

NOTE - REQUIRES MM:S 1.8 OR HIGHER

For documentation and examples, please see: http://www.bailopan.net/stripper/

Source code is available as Free Software: http://hg.alliedmods.net/strippersource/

It's really awesome!

i was finding how can i create prop_static cuz i 'd use a lot of entities more than 4096

Thx!

noctua
07-27-2012, 09:15
It is possible to load different config Files on every New Round?
for example:
l4d_hospital01_apartment_1.cfg
l4d_hospital01_apartment_2.cfg
l4d_hospital01_apartment_3.cfg

On my Server the props/effects spawn randomly for a more dynamic gameplay, im using this solution at the moment:
"OnMapSpawn" "Object_Case01,PickRandom,,0,-1"
"OnMapSpawn" "Object_Case02,PickRandom,,0,-1"

this works fine but makes the config file really large (on some maps up to 150kb) and its much harder to find some objects in the config.

Powerlord
07-27-2012, 11:05
It is possible to load different config Files on every New Round?
for example:
l4d_hospital01_apartment_1.cfg
l4d_hospital01_apartment_2.cfg
l4d_hospital01_apartment_3.cfg


I'm confused, I thought every round in L4D and L4D2 was its own map file?

Flyflo
07-27-2012, 12:24
Maybe he means a new round on the same map, like when you die.

noctua
07-29-2012, 05:28
Stripper loads the mapname.cfg at roundstart from maps folder, if the whole team dies and the round is restarting stripper execute the same config.

example:
round start > exec l4d_hospital01_apartment.cfg
all player die and restarting round > exec l4d_hospital01_apartment.cfg
all dead again > exec l4d_hospital01_apartment.cfg

me wants:
round start > exec l4d_hospital01_apartment_#1.cfg
all player die and restarting round > exec l4d_hospital01_apartment_#3.cfg
all dead again > exec l4d_hospital01_apartment_#2.cfg

thats not working with stripper at the moment. im looking for a plugin thats always load different config files for the same map.
Or is it possible to execute configs directly from stripper?

Like:
-----------------------------------------------------------
"OnMapSpawn" "ConfigLoader,PickRandom,,0,-1"
"classname" "logic_auto"
-----------------------------------------------------------
"targetname" "ConfigLoader"
"classname" "logic_case"
"OnCase01" "l4d_hospital01_apartment_#1.cfg,Execute,,0,-1"
"OnCase02" "l4d_hospital01_apartment_#2.cfg,Execute,,0,-1"
"OnCase03" "l4d_hospital01_apartment_#3.cfg,Execute,,0,-1"
-----------------------------------------------------------


i know my english is very bad :):)

The 5th Survivor
08-03-2012, 03:17
i used something like this:
{
"origin" "-845 -8598 670"
"population" "witch"
"angles" "0 0 0"
"classname" "info_zombie_spawn"
}
and got a witch.. the origin was from several posts ago - but she spawned... in the corn field. with the above code a witch will ALWAYS spawn at that spot.



Been messing with stripper for L4D1 lately and it works great for everything I've tried adding/modifying/replacing so far, except spawning special infected. Obviously what dirka_dirka posted works on L4D2. But I was looking for a similar method for L4D1. As dirka_dirka mentioned in one of the previous posts, that specific classname may not exist in L4D1. I did find it in one of the dumps, but only in The Sacrifice and not in any of the other campaigns. There are also two "targetname"'s mentioned in the dump, "infected_spawner" and "tank_spawner". However, I still can't get it to work, with or without the targetname (I tried "witch_spawner" just to see and still got nothing).

Anyone know how to spawn special infected with stripper in L4D1 or if it can be done at all?

noctua
08-03-2012, 17:20
Its possible to spawn infected, look at one of my customized maps.

without infected spawn:
http://www.youtube.com/watch?v=ac-dubwu_1k

with infected:
http://www.youtube.com/watch?v=hECCONJ0aDk
(this spawn 3 tanks inside the train + 1 hunter in warehouse (breaks the door) +1 boomer (also breaks the door)

Simply trigger them with "OnMapSpawn". The Trigger on my map is a little bit different, because of saving performance, i trigger this with "OnTrigger" (shoot the dead body an all will be triggered (sounds, particles, pushforce, damage to player in specific radius, removing objects, killing effects and surely spawning special infected and tanks), tanks spawn 10sec after shooting the body).

The 5th Survivor
08-03-2012, 22:46
Wow that's a pretty neat setup you have there :up: I don't even wanna know how long it took to set that up lol

Can you give me a sample of the format to spawn an infected? Like let's say I wanted to spawn a tank or witch right where the begging ammo pile is in no mercy (just to quickly see it working) what do I put in? I know you need the origins and angles obviously, but what are the other parameters?

Also, is it possible to specify how much HP the spawned infected has?

Thanks :)

noctua
08-04-2012, 04:47
You have a PM

The 5th Survivor
08-11-2012, 21:55
Don't know if you saw, but I sent you a PM as well.

Pythong
08-11-2012, 22:46
Does anyone know how this is accomplished with stripper mod and TeamFortress 2:

I'm looking to make a section of my trade server a "safe zone" where no one can be shot/killed.

Their is a server that accomplishes that (69.147.239.114:27015). When you enter a specific room all shots fired at a player display the message "missed".

Thanks,
Python

wildd
08-16-2012, 05:22
Is this the right way to extend time in TF2 for "koth_" maps to both teams?


filter:
{
"classname" "tf_logic_koth"
}

add:
{
"origin" "552 -136 232.25"
"unlock_point" "30"
"timer_length" "600"
"targetname" "tf_logic_koth"
"classname" "tf_logic_koth"
"hammerid" "373239"
}

Powerlord
08-16-2012, 10:38
Is this the right way to extend time in TF2 for "koth_" maps to both teams?
I'm not sure you can use Stripper: Source to change the timers in koth.

You need to find the two team_round_timer entities and call their AddTime or SetTime methods.

Not sure how to do this with MetaMod: Source, but it should be pretty easy to do it with SourceMod.

wildd
08-17-2012, 02:59
I just want to change time for both teams in all koth maps from 3:00 mins to 10:00 mins - I have seen many servers out there, who have changed this time limit, but when I searched, I didn't find no solution how to do this - only way was some random forum, where people were mention that we could do this with Stripper: Source.

Actually this is working and time now is 10:00 mins in koth maps, but I think that whit this come some bug, that in all maps rounds don't end. Any idea why?

Or if anybody have other solution how to change this time in more simple way, please write :)

Doc-Holiday
08-17-2012, 18:36
Any plans on getting it to load with CSGO?

Dr!fter
08-18-2012, 01:35
Any plans on getting it to load with CSGO?

Yes I have a patch for it and will try to push it tomorrow.

rsg
08-19-2012, 05:15
On version 72 of css stripper not work correctly. I use GameTech Warmod maps cfg. Barrel not delete on de_dust2. On de_inferno deleting boxes on plant A.

Austin
08-21-2012, 06:52
Yes I have a patch for it and will try to push it tomorrow.

Is this the latest released version?
stripper-1.2.2-windows.zip

Any version working with CS go yet and where might I download it?
Thanks.

Dr!fter
08-21-2012, 14:52
I have pushed the cs:go patch. The newest snapshot should have it (currently hg57 as of posting)
http://www.bailopan.net/stripper/snapshots/1.2/

//.Mad
08-22-2012, 18:48
I have pushed the cs:go patch. The newest snapshot should have it (currently hg57 as of posting)
http://www.bailopan.net/stripper/snapshots/1.2/
Cheers, seems to have loaded ;)

wranger
08-22-2012, 23:28
Dr!fter. Have I told you I love you?
Well done with all your assistance with porting things to CSGO such as CSSDM and the likes. Props to you

Austin
08-23-2012, 03:47
Drifter, it works on Windows and csgo DS!
Thanks! Thanks! Thanks!

But on Lunix DS I get the <NOFILE>

Using
stripper-1.2.2-hg57-linux.tar.gz
??

02:41:19 Listing 5 plugins:
[01] SourceMod (1.5.0-dev) by AlliedModders LLC
[03] CS Tools (1.5.0-dev) by AlliedModders LLC
[04] SDK Tools (1.5.0-dev) by AlliedModders LLC
[05] <NOFILE>
[07] <NOFILE>

Mirandor
08-23-2012, 11:30
Using last snapshot (1.2.2 hg57 on linux for cs:s dedicated server): doesn't want to be loaded since last steam update...
Metamod, sourcemod and sdkhooks up to date and server is working...without stripper :(

EDIT: <ERROR> in meta list...

TheAvengers2
08-23-2012, 12:02
EDIT: <ERROR> in meta list...Same. I couldn't get it working on a fresh install of SM 1.5 and MM:S 1.9. :cry:

Failed to load plugin addons/stripper/bin/stripper_mm (Failed to get API).

Dr!fter
08-23-2012, 12:02
Drifter, it works on Windows and csgo DS!
Thanks! Thanks! Thanks!

But on Lunix DS I get the <NOFILE>

Using
stripper-1.2.2-hg57-linux.tar.gz
??

02:41:19 Listing 5 plugins:
[01] SourceMod (1.5.0-dev) by AlliedModders LLC
[03] CS Tools (1.5.0-dev) by AlliedModders LLC
[04] SDK Tools (1.5.0-dev) by AlliedModders LLC
[05] <NOFILE>
[07] <NOFILE>

That means the file wasn't uploaded make sure you upload the files correctly.

Using last snapshot (1.2.2 hg57 on linux for cs:s dedicated server): doesn't want to be loaded since last steam update...
Metamod, sourcemod and sdkhooks up to date and server is working...without stripper :(

EDIT: <ERROR> in meta list...

What version of SM/MM:S are you using? This will not work as is on the latest snaps of mm:s 1.9 and SM 1.5 on CS:S you must use MM:S 1.8 and SM Stable (1.4.4). I am working on a patch to make it work on 1.9 and 1.5 for when they are released.

TheAvengers2
08-23-2012, 12:08
This will not work as is on the latest snaps of mm:s 1.9 and SM 1.5 on CS:S you must use MM:S 1.8 and SM Stable (1.4.4).That's sad to hear. :|

I am working on a patch to make it work on 1.9 and 1.5 for when they are released.I look forward to it. :wink:

Mirandor
08-23-2012, 13:55
That means the file wasn't uploaded make sure you upload the files correctly.



What version of SM/MM:S are you using? This will not work as is on the latest snaps of mm:s 1.9 and SM 1.5 on CS:S you must use MM:S 1.8 and SM Stable (1.4.4). I am working on a patch to make it work on 1.9 and 1.5 for when they are released.

I'm running the last snapshots: metamod 1.9.0 hg797, sourcemod 1.5.0 hg3625 and sdkhooks 2.2.0 hg203...

So i have to wait for your patch 8)

painkiller
09-02-2012, 11:42
Hello people

who knows codes

burning corpse, suicide overlay,
blue smoke when combine ball on human

meets fire and smoke grenades to take when human


for Stripper: Source (Half Life 2 Deathmatch)

Thanks for your time



(Sry for my English)

Austin
09-02-2012, 21:47
For CSS I used this to add exploding oil drums.
It doesn't work for CSGO.
Anyone know how to add these for CSGO?

Also I noticed CSGO no longer has mdl files but vtx files.
Do I use these just like I would a mdl file?
Thanks!
{
"model" "models/props_c17/oildrum001_explosive.mdl"
"classname" "prop_physics_multiplayer"
"Damagetype" "8"
"minhealthdmg" "0"
"ExplodeDamage" "0"
"dmg" "0"
"physdamagescale" "0"
}

painkiller
09-03-2012, 03:16
Sry mate this not work on half life 2 deathmatch

Doc-Holiday
09-03-2012, 04:49
Sry mate this not work on half life 2 deathmatch

He was asking a question not answering yours.

painkiller
09-03-2012, 14:51
ok excuse I'm not so good in english

pubhero
09-03-2012, 23:25
This plugin dead after the last CSS update. R.I.P. :(

painkiller
09-04-2012, 03:35
The plug-in running on half life 2 deathmatch

who knows codes

burning corpse, suicide overlay,
blue smoke when combine ball on human

meets fire and smoke grenades to take when human


for Stripper: Source (Half Life 2 Deathmatch)

Thanks for your time



(Sry for my English)

Bacardi
09-04-2012, 08:01
For CSS I used this to add exploding oil drums.
It doesn't work for CSGO.
Anyone know how to add these for CSGO?

Also I noticed CSGO no longer has mdl files but vtx files.
Do I use these just like I would a mdl file?
Thanks!
{
"model" "models/props_c17/oildrum001_explosive.mdl"
"classname" "prop_physics_multiplayer"
"Damagetype" "8"
"minhealthdmg" "0"
"ExplodeDamage" "0"
"dmg" "0"
"physdamagescale" "0"
}

This explosive drum comes from source models.gcf what OB games can use.
CS:GO not use these files afraid.

If you know map what have any explosive barrel, you can use stripper cmd to dump list entities.

*edit
cs:go models are inside *.vpk files. You can look inside with GCFScape, open pak01_dir.vpk

*edit
VTX (https://developer.valvesoftware.com/wiki/VTX) files are something else...

painkiller
09-04-2012, 08:34
Maybe someone can start it so that something works

For the RPG in Half Life 2 Deathmatch
Problem it invites not only by itself

Conole in the game ... rcon, es_reload "plug-in name"

and write this as a template for the Combine ball and grenade question




import es
import usermsg
import gamethread
import weaponlib

def player_death(ev):
weapon = ev["weapon"]
attacker = ev["attacker"]
userid = ev["userid"]
if weapon == "rpg_missile":
usermsg.shake(attacker, 0.5, 5)
usermsg.fade(attacker, 0, 0.15, 0, 255, 255, 220, 160)
fragcloud(userid)

def fragcloud(userid):
clouds = es.createentitylist("env_ar2explosion")
es.server.queuecmd("es_xgive %s env_ar2explosion"% userid)
es.server.queuecmd("es_fire %s env_ar2explosion addoutput 'Material particle/particle_smokegrenade1.vmt'"% userid)
es.server.queuecmd("es_fire %s env_ar2explosion explode"% userid)
gamethread.delayed(8, es.server.queuecmd, ("es_fire %s env_ar2explosion Kill"% userid))
for cloud in clouds:
gamethread.delayed(10, es.server.queuecmd, ("es_fire %s %s Kill"% (userid, cloud)))


def player_spawn(ev):
for index in weaponlib.getIndexList("env_ar2explosion"):
if es.getindexprop(index, 'CBaseEntity.m_hOwnerEntity') == -1:
es.server.queuecmd('es_xremove %s' % index)




Sry for my english

Dr!fter
09-04-2012, 16:19
This plugin dead after the last CSS update. R.I.P. :(

What metamod version are you running?

Killer0561
09-04-2012, 18:39
I have now worried the latest version and have problems, I use
stripper-1.2.2-hg57-linux.tar.gz from http://www.bailopan.net/stripper/snapshots/1.2/

Metamod Version: hg799
Sourcemod Version: hg3643
CSSDM Version: hg111

--------------------------------------------------------------------------------------------------------------------------

L 09/05/2012 - 00-33-52: [META] Failed to load plugin addons/stripper/bin/stripper_mm. Failed to get API

--------------------------------------------------------------------------------------------------------------------------

Dr!fter
09-04-2012, 18:51
I have now worried the latest version and have problems, I use
stripper-1.2.2-hg57-linux.tar.gz from http://www.bailopan.net/stripper/snapshots/1.2/

Metamod Version: hg799
Sourcemod Version: hg3643
CSSDM Version: hg111

--------------------------------------------------------------------------------------------------------------------------

L 09/05/2012 - 00-33-52: [META] Failed to load plugin addons/stripper/bin/stripper_mm. Failed to get API

--------------------------------------------------------------------------------------------------------------------------
You are going to have to wait till i push a fix for the css binary for MM:S 1.9 and up.

Dr!fter
09-05-2012, 00:01
The latest snapshot now has support for metamod 1.9 on css

pubhero
09-05-2012, 03:13
And the latest Stripper snapshot now works again me, on CSS. Thanks.

Killer0561
09-05-2012, 10:03
Thank you, Dr!fter (http://forums.alliedmods.net/member.php?u=26021).
stripper-1.2.2-hg62-linux.tar.gz (http://www.bailopan.net/stripper/snapshots/1.2/stripper-1.2.2-hg62-linux.tar.gz) works fine.

painkiller
09-05-2012, 12:28
The Magnum 357 in Half Life 2 Deathmatch
hatt usually 6 rounds until he reloads

I would like 9 rounds until he reaload.

What make in the global_filters.cfg write ??

Bacardi
09-05-2012, 15:52
@painkiller
you can't do that with this Stripper, do you understand ?

You can edit, change or remove map objects like how you can do in SourceSDK Hammer level editor.
capiche ?

painkiller
09-05-2012, 16:42
yes i have understand mate

can insert pictures on hud ?

So how to get signs on the hud

example:

{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.80"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "0"
"x" "-1"
"message" "!!! Teamspeak 3 IP: 176.9.155.153:9987 !!!"
"targetname" "husks"
"classname" "game_text"
}

daveyboye
09-05-2012, 20:17
yes i have understand mate

can insert pictures on hud ?

So how to get signs on the hud

example:

{
"origin" "20 20 20"
"spawnflags" "1"
"channel" "1"
"fxtime" "0.80"
"holdtime" "5"
"fadeout" "1.5"
"fadein" "0.2"
"color2" "255 0 0"
"color" "0 255 255"
"effect" "2"
"y" "0"
"x" "-1"
"message" "!!! Teamspeak 3 IP: 176.9.155.153:9987 !!!"
"targetname" "husks"
"classname" "game_text"
}

painkiller, where did you steal our configs from?

painkiller
09-06-2012, 02:10
Hi Dave i have no steal.

You yourself posted here mate.

http://forums.alliedmods.net/showthread.php?p=1428866



they could show me code as I insert a picture please ?

Mirandor
09-06-2012, 02:30
Hi,
Yesterday, i saw a lot of tags on walls made by a player (don't have any screenshot, sorry); but sv_allowupload is 0 and all impulses are blocked by a plugin...
So maybe he used an exploit to tag wall using integrated hl2 pictures...
Any idea?

painkiller
09-06-2012, 02:47
Yes that should be mapdecals


http://forums.alliedmods.net/showthread.php?p=607043

Mirandor
09-06-2012, 04:54
Yes that should be mapdecals


http://forums.alliedmods.net/showthread.php?p=607043

Thanks for reply but i speak about a possible exploit...

We don't use any decal plugin so i don't understand how this player could spray decals with the actual settings.

It is the first time i see this happening and curiously it never happened before the last steam update...

Running css-dm server on linux dedicated with metamod 1.9, sourcemod 1.5 dev and of course last snapshot of stripper

Huntereb
09-11-2012, 12:15
I set up Stripper Source a long time ago to be able to use KOTH maps as Arena maps on my TF2 server, but I never got around to enabling them on the map vote. Anyway, would there be a way to completely remove the spawn doors and ressupply locker from KOTH maps using stripper? I think I need to add a "koth_.cfg" to the maps folder, but I'm not sure what to put into it to actually remove the entities.

Thanks!

LordMarqus
09-11-2012, 12:44
Hey. Any plans for adding support for CS:GO? Any alternatives available? Thanks.

Electr0
09-11-2012, 13:56
LordMarqus -> https://forums.alliedmods.net/showpost.php?p=1778125&postcount=946 , use last snapshot.

LordMarqus
09-11-2012, 14:23
LordMarqus -> https://forums.alliedmods.net/showpost.php?p=1778125&postcount=946 , use last snapshot.

Thank you and sorry, I should have found that ;) .

Huntereb
09-11-2012, 14:38
I set up Stripper Source a long time ago to be able to use KOTH maps as Arena maps on my TF2 server, but I never got around to enabling them on the map vote. Anyway, would there be a way to completely remove the spawn doors and ressupply locker from KOTH maps using stripper? I think I need to add a "koth_.cfg" to the maps folder, but I'm not sure what to put into it to actually remove the entities.

Thanks!

Anyone?

daad
09-11-2012, 22:31
Hello Forum,
Does this plugin still work for HL2DM windows and Linux and if it does, can someone post cfg to remove SMG,AR2, &RPG from maps and player spawns. After reading through all the posts here, it looks like people are still using this plugin but do not see replys to HL2DM cfgs. Can anyone help?
TY, Daad

pubhero
09-18-2012, 01:12
Hi all.
Can i add static props to maps in CSS?
Crates, boxes, pile of bricks. And can i add breakable objects on the wall (Plasma TV, etc.)? If yes, how? Thanks for the help.

Bacardi
09-18-2012, 04:09
Hi all.
Can i add static props to maps in CSS?
Crates, boxes, pile of bricks.
prop_static is temporary point entity for hammer map editor, it will not exist anymore after compiling map.
You need use prop_dynamic.

And can i add breakable objects on the wall (Plasma TV, etc.)? If yes, how? Thanks for the help.
You can dump list entities from cs_office map and take Plasma TV from there.

Here stripper samples for de_dust2
;;Example - filtering out bomb zones
filter:
;{
;"classname" "/.*bomb.*/"
;}

;;Example - adding a hostage in the T spawn
add:
;{
;"origin" "1376 3168 -112"
;"HostageType" "0"
;"angles" "0 111 0"
;"classname" "hostage_entity"
;}
{
"origin" "317.603210 2050.0 -6.071800"
"fadescale" "1"
"spawnflags" "264"
"forcetoenablemotion" "50"
"damagetoenablemotion" "0"
"massScale" "0"
"inertiaScale" "1.0"
"Damagetype" "0"
"physdamagescale" "0.1"
"shadowcastdist" "0"
"minhealthdmg" "0"
"pressuredelay" "0"
"ExplodeRadius" "0"
"ExplodeDamage" "0"
"model" "models/props/cs_office/TV_plasma.mdl"
"fademaxdist" "0"
"fademindist" "-1"
"maxdxlevel" "0"
"mindxlevel" "0"
"disableshadows" "1"
"skin" "0"
"angles" "0 90 0"
"classname" "prop_physics_multiplayer"
}
{
"origin" "-940.0 -915.0 247.0"
"fadescale" "1"
"spawnflags" "264"
"forcetoenablemotion" "50"
"damagetoenablemotion" "0"
"massScale" "0"
"inertiaScale" "1.0"
"Damagetype" "0"
"physdamagescale" "0.1"
"shadowcastdist" "0"
"minhealthdmg" "0"
"pressuredelay" "0"
"ExplodeRadius" "0"
"ExplodeDamage" "0"
"model" "models/props/cs_office/TV_plasma.mdl"
"fademaxdist" "0"
"fademindist" "-1"
"maxdxlevel" "0"
"mindxlevel" "0"
"disableshadows" "1"
"skin" "0"
"angles" "30 90 0"
"classname" "prop_physics_multiplayer"
}
{
"classname" "prop_dynamic"
"angles" "90 0 0"
"DisableBoneFollowers" "0"
"fademindist" "-1"
"fadescale" "1"
"MaxAnimTime" "10"
"MinAnimTime" "5"
"model" "models/props/de_dust/du_crate_64x64_stone.mdl"
"RandomAnimation" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"SetBodyGroup" "0"
"skin" "0"
"solid" "6"
"spawnflags" "0"
"StartDisabled" "0"
"targetname" "bluebarrel"
"origin" "-418.303589 -115.238861 140.846626"
}

Here working Stripper !
http://www.bailopan.net/stripper/snapshots/1.2/

pubhero
09-24-2012, 02:57
Thank you Sir. It works perfectly for me.
The last few questions, if you let me.

- I can add free weapons for the maps with this plugin. But when the round begins, the weapons falling down to the ground. I want to add "sticky" weapons, on the walls or on the air. Can is do that with this plugin? Now i use only for the weapons, entity_creator plugin too. If i can add weapons on the wall with this plugin, then the entity_creator plugin is unnecessary for me.

- Can i add screen pictures for the plasma TV's, or simply pictures on the walls (as the map-decals plugin) with this plugin?

- Can i add periodically repeated entities (sparks, etc.) for the maps?

- This plugin has some limitations for the max. value of the useable entity? It means, too many entity cause lag?

That's all. Thanks in advance for your patience, for your answer my unwise questions.

Bacardi
09-24-2012, 03:37
Thank you Sir. It works perfectly for me.
The last few questions, if you let me.

- I can add free weapons for the maps with this plugin. But when the round begins, the weapons falling down to the ground. I want to add "sticky" weapons, on the walls or on the air. Can is do that with this plugin? Now i use only for the weapons, entity_creator plugin too. If i can add weapons on the wall with this plugin, then the entity_creator plugin is unnecessary for me.
If there is easy plugin what already do this, I recomended use that.
To get weapon stay in air, you need add this
"spawnflags" "1"

- Can i add screen pictures for the plasma TV's,
No
or simply pictures on the walls (as the map-decals plugin) with this plugin?
...yes, but with map-decals plugin, it easy to do these and also add custom decals to downloads.


- This plugin has some limitations for the max. value of the useable entity? It means, too many entity cause lag?
Nothing to do plugin, it's game feature. Of course any game start lag when you have lot of :crab: around you.

pubhero
09-26-2012, 02:57
Thanks. Useful ideas for me.
Can i add somehow with the stripper sparks, spritertrails and timers?
I try this now. The weapon works well, but the spritetrails not. What i do wrongly?
weapon and spritetrails:


add:
{
"origin" "-123.000000 -456.000000 789.000000"
"angles" "0 0 0"
"solid" "6"
"skin" "0"
"disableshadows" "0"
"spawnflags" "1"
"classname" "weapon_awp"
"targetname" "awp_1"
}
{
"origin" "-123.000000 -456.000000 789.000000"
"parent" "awp_1"
"rgba" "255 0 0 255"
"lifetime" "1.5"
"startwidth" "1.0"
"endwidth" "1.0"
"classname" "env_spritetrail"
}

Bacardi
09-26-2012, 05:44
T...
weapon and spritetrails:


add:
{
"classname" "logic_auto"
"spawnflags" "1"
"OnMapSpawn" "spritetail,SetParent,awp_1,0,1"
"OnMapSpawn" "spritetail,SetParentAttachment,muzzle_flash,0 .1,1"
}
{
"classname" "weapon_awp"
"targetname" "awp_1"
"origin" "-123.000000 -456.000000 789.000000"
"angles" "0 0 0"
"spawnflags" "1"
}
{
"classname" "env_spritetrail"
"targetname" "spritetail"
"endwidth" "1.0"
"lifetime" "5.0"
"renderamt" "255"
"rendercolor" "255 255 255"
"rendermode" "5"
"spritename" "sprites/bluelaser1.vmt"
"startwidth" "8.0"
"origin" "-123.000000 -456.000000 789.000000"
}


try this. It should set spriterail end of weapon barrel. I needed to do this with logic_auto.

pubhero
09-27-2012, 03:17
It works good with one weapon. But not with 2 or 3, with different positions for me.
What i do wrongly?

Bacardi
09-27-2012, 10:14
It works good with one weapon. But not with 2 or 3, with different positions for me.
What i do wrongly?
more weapons, more env_spritetrails, more unic names.
add:
{
"classname" "logic_auto"
"spawnflags" "1"
"OnMapSpawn" "spritetail1,SetParent,awp_1,0,1"
"OnMapSpawn" "spritetail1,SetParentAttachment,muzzle_flash, 0.1,1"
"OnMapSpawn" "spritetail2,SetParent,awp_2,0,1"
"OnMapSpawn" "spritetail2,SetParentAttachment,muzzle_flash, 0.1,1"
"OnMapSpawn" "spritetail3,SetParent,awp_3,0,1"
"OnMapSpawn" "spritetail3,SetParentAttachment,muzzle_flash, 0.1,1"
}
{
"classname" "weapon_awp"
"targetname" "awp_1"
"origin" "-123.000000 -456.000000 789.000000"
"angles" "0 0 0"
"spawnflags" "1"
}
{
"classname" "weapon_awp"
"targetname" "awp_2"
"origin" "-123.000000 -456.000000 789.000000"
"angles" "0 0 0"
"spawnflags" "1"
}
{
"classname" "weapon_awp"
"targetname" "awp_3"
"origin" "-123.000000 -456.000000 789.000000"
"angles" "0 0 0"
"spawnflags" "1"
}
{
"classname" "env_spritetrail"
"targetname" "spritetail1"
"endwidth" "1.0"
"lifetime" "5.0"
"renderamt" "255"
"rendercolor" "255 255 255"
"rendermode" "5"
"spritename" "sprites/bluelaser1.vmt"
"startwidth" "8.0"
"origin" "-123.000000 -456.000000 789.000000"
}
{
"classname" "env_spritetrail"
"targetname" "spritetail2"
"endwidth" "1.0"
"lifetime" "5.0"
"renderamt" "255"
"rendercolor" "255 255 255"
"rendermode" "5"
"spritename" "sprites/bluelaser1.vmt"
"startwidth" "8.0"
"origin" "-123.000000 -456.000000 789.000000"
}
{
"classname" "env_spritetrail"
"targetname" "spritetail3"
"endwidth" "1.0"
"lifetime" "5.0"
"renderamt" "255"
"rendercolor" "255 255 255"
"rendermode" "5"
"spritename" "sprites/bluelaser1.vmt"
"startwidth" "8.0"
"origin" "-123.000000 -456.000000 789.000000"
}

pubhero
09-30-2012, 10:00
This method works perfectly. Thank you.
I use this, what is nice:

{
"classname" "env_spritetrail"
"targetname" "spritetail1"
"endwidth" "1.0"
"lifetime" "2.0"
"renderamt" "255"
"rendercolor" "0 0 255"
"rendermode" "5"
"spritename" "sprites/laser.vmt"
"startwidth" "1.0"
"origin" "-123.000000 -456.000000 789.000000"
}
Can i configure, how many bullet are in the spawned weapon?
Rotational spawned idems? (weapon, medkit, etc.) Possibile?
Can i do time based entity on all round start? Laser (with damage) or force field like in the HL2?
20 seconds after all round started.

Bacardi
09-30-2012, 10:23
Can i configure, how many bullet are in the spawned weapon?
Spawned weapon have 1 full clip, you can chage it by plugin.
To set more ammo to spawned weapon
"ammo" "60"


Can i do time based entity on all round start? Laser (with damage) or force field like in the HL2?
20 seconds after all round started.
yes...

pubhero
09-30-2012, 10:39
Ahh. Thanks. Again.
Ummm.
I was try the
"ammo" "20" row with AWP and don't works for me. Maybe it's my fault.
I will try again morning.

Edit1: Oh. It was my fault. Sorry. I try not the "ammo". Instead the "clip".
- "lifetime" works with the stripper (weapon, props)?

Time based entities.
I really want to do force fields in specific places. I found the fences, but not the force field.


Rotative weapons? How? :idea:

woklex
10-12-2012, 15:31
Is there a way to create a coffeeammo?
My code

{
"origin" "2250 5250 459"
"spawnflags" "0"
"solid" "6"
"model" "models/props_unique/spawn_apartment/coffeeammo.mdl"
"disableshadows" "1"
"count" "0"
"angles" "0 347 0"
"classname" "weapon_ammo_spawn"
}

This creates a common ammo_stack :(

pubhero
10-15-2012, 00:56
No one can't show me, how can i add the map decals on the walls, with the stripper?
Reason:
Bernie's map-decals plugin works well if you not use sv_pure 1 with whitelist. But when you use that and you come to the server from another sv_pure 1 server, the map adverts not showed. Showing only when you disconnect from the server and connect again.

daad
10-15-2012, 21:31
:cry:Hello forum,

I am still struggling with basic use of this plugin on a HL2DM server. I am only looking to remove certain weapons from both the map and player and then give the player a certain weapons load. I want to spawn with pistol in hand and have gravgun, crowbar, 357, crossbow and nades loaded. I have been able to get the filter cfg working to clear the map but cannot remove the smg1 from the player spawn. I also do not know how to give certain weapons to player on spawn. I posted earlier but got no response. Hope someone can help an old noob.

Daad

doze
10-27-2012, 07:00
Stripper is not working anymore since today's update, does anyone know how to fix it ?

4bdul
10-27-2012, 10:01
Stripper is not working anymore since today's update, does anyone know how to fix it ?
Same problem here- using snapshot hg62.

asherkin
10-27-2012, 10:10
I've pushed changes to fix it after the last update, hg63 should work.

sirmoe
10-27-2012, 13:55
Where do we download the snapshots from?

Bacardi
10-27-2012, 14:52
Where do we download the snapshots from?
why not read posts or use this topic search ?
http://www.bailopan.net/stripper/snapshots/1.2/