PDA

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


Pages : 1 2 3 4 5 6 [7]

irepz
05-25-2016, 16:47
Hi everyone, i'm trying to use stripper on my surf server but it don't want load.

SM 1.8.0.5797
MM 1.10.5
Stripper 1.2.2hg82

22:45:44 meta list
22:45:44 Listing 6 plugins:
[02] SourceMod (1.8.0.5797) by AlliedModders LLC
[03] CS Tools (1.8.0.5797) by AlliedModders LLC
[04] SDK Tools (1.8.0.5797) by AlliedModders LLC
[05] DHooks (2.0.4) by AlliedModders
[06] SDK Hooks (1.8.0.5797) by AlliedModders LLC
[08] <FAILED>
22:45:46 meta info 08
22:45:46 Plugin 8 is not loaded.
File: /home/steam/steamcmd/master-surf/csgo/addons/stripper/bin/stripper_mm_i486.so

ll csgo/addons/stripper/
total 28K
drwxr-xr-x 2 steam steam 4.0K May 25 22:36 bin
drwxr-xr-x 2 steam steam 4.0K May 25 22:08 dumps
-rw-r--r-- 1 steam steam 423 Sep 12 2014 global_filters.cfg
drwxr-xr-x 2 steam steam 12K May 25 22:08 maps
-rw-r--r-- 1 steam steam 240 Dec 10 03:09 readme.txt

ll csgo/addons/stripper/bin/
total 1.9M
-rw-r--r-- 1 steam steam 79K Sep 12 2014 stripper.14.ep1.so
-rw-r--r-- 1 steam steam 185K Sep 12 2014 stripper.16.csgo.so
-rw-r--r-- 1 steam steam 166K Sep 12 2014 stripper.16.css.so
-rw-r--r-- 1 steam steam 166K Sep 12 2014 stripper.16.dods.so
-rw-r--r-- 1 steam steam 146K Sep 12 2014 stripper.16.ep2.so
-rw-r--r-- 1 steam steam 139K Apr 15 2011 stripper.16.ep2v.so
-rw-r--r-- 1 steam steam 166K Sep 12 2014 stripper.16.hl2dm.so
-rw-r--r-- 1 steam steam 178K Sep 12 2014 stripper.16.l4d2.so
-rw-r--r-- 1 steam steam 148K Sep 12 2014 stripper.16.l4d.so
-rw-r--r-- 1 steam steam 173K Sep 12 2014 stripper.16.nd.so
-rw-r--r-- 1 steam steam 148K Sep 12 2014 stripper.16.tf2.so
-rw-r--r-- 1 steam steam 121K Sep 12 2014 stripper.core.so
-rw-r--r-- 1 steam steam 7.6K Sep 12 2014 stripper_mm_i486.so


Any help is appreciated :3

Spirit_12
05-25-2016, 19:52
You are not using the latest Stripper.

Use this:http://www.bailopan.net/stripper/snapshots/1.2/stripper-1.2.2-git116-linux.tar.gz

irepz
05-26-2016, 01:57
Thought it was 1.2.2hg82, not rly clear :p:

Thanks it works now ;)

Austinbots
05-27-2016, 13:09
I have the following working to turn off a gantlet event in L4D2 Death toll.
It works but instead of turning it off,
I would rather change it into a normal hord event.
Anyone know how?


modify:
{
match:
{
"hammerid" "4782801"
}
replace:
{
"OnPressed" "onslaught1GenerateGameEvent30-1"
"OnPressed" "directorEndScript20-1"
}
}

modify:
{
match:
{
"hammerid" "5855067"
}
delete:
{
"OnTrigger" "directorBeginScriptc10m4_onslaught31-1"
}
}</span>

kadet.89
05-28-2016, 14:23
Is it possible to specify per map-type filter (set different filters for zm_ and ze_ maps)?

Spirit_12
05-28-2016, 15:44
Yes, that is one of the core features of this plugin.

JacobThePigeon
05-28-2016, 21:17
Please help. I get this error, never used stripper before. Forgive me for the supidity.

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

*edit*
Did this as well:
] sm_rcon meta load stripper
Failed to load plugin addons/stripper/bin/stripper_mm (Failed to get API).

Kerouha
05-29-2016, 09:43
I have the following working to turn off a gantlet event in L4D2 Death toll. It works but instead of turning it off, I would rather change it into a normal hord event. Anyone know how?

All I can suggest is: look for a map that has the panic event you like, create a stripper dump of it. Open the resulting file, and search for entities that trigger that event.

zeroibis
05-30-2016, 10:22
I want to be able to prevent maps from altering the health of clients. Is this possible? What would I set in the config?

ateszhun95
06-10-2016, 09:34
What should i do on stripper to make my csgo server run the map 'surf_forbidden_ways_reloaded' ?

Sil3nt702
06-23-2016, 22:56
Need help from someone experienced with this plugin for TF2, please add me on Steam:
http://steamcommunity.com/id/770022/

Thanks.

Sil3nt702
06-24-2016, 11:20
filter:
{
"classname" "func_tracktrain"
"hammerid" "33636"
}

Reloaded the map and the carts can still move...

Benoist3012
06-24-2016, 13:28
Wrong place. Go here instead: https://forums.alliedmods.net/showthread.php?t=39439

Sil3nt702
06-27-2016, 22:46
I figured out how to remove the payload carts in 'plr_hightower'. When I go to spec I could see they're not there but when I join a team they come back.

I added this to the global filter cfg.
modify:
{

delete:
{
"model" "/models/props_trainyard/bomb_cart.mdl.*/"
}
}

modify:
{


delete:
{
"model" "/models/props_trainyard/bomb_cart_red.mdl.*/"
}
}

painkiller
06-30-2016, 07:24
11th May 2015 , 09:13 Re: Stripper:Source (Updated 2011-04-15)
-Painkiller:
Hello ,
could you make Stripper:Source to support black mesa source?
11th May 2015 , 13:10 Re: Stripper:Source (Updated 2011-04-15)
-Daze:
Please, support for Black Mesa.
17th Aug 2015 , 11:48 Re: Stripper:Source (Updated 2011-04-15)
-Painkiller
please support for black mesa!
3rd Jan 2016 , 07:38 Re: Stripper:Source (Updated 2011-04-15)
-Painkiller:
support for black mesa?

21st May 2016 , 09:18 Re: Stripper:Source (Updated 2011-04-15)


Originally Posted by painkiller https://forums.alliedmods.net/images/buttons/viewpost.gif (https://forums.alliedmods.net/showthread.php?p=2295472#post2295472)
Hello ,

could you make Stripper:Source to support black mesa source?

Originally Posted by doze https://forums.alliedmods.net/images/buttons/viewpost.gif (https://forums.alliedmods.net/showthread.php?p=2295540#post2295540)
Please, support for Black Mesa.


Black mesa support will be amazing.


Hello BAILOPAN, Alliedmodders team and other,

It is now over a year ago where I and others,
the request to support bms presented.
Could now integrate please bms in stripper source.

asherkin
06-30-2016, 07:48
Patches welcome.

Dr!fter
06-30-2016, 14:20
Hello BAILOPAN, Alliedmodders team and other,

It is now over a year ago where I and others,
the request to support bms presented.
Could now integrate please bms in stripper source.

Latest snapshot build has BMS bins, untested, have fun.

painkiller
07-01-2016, 17:27
Black mesa support will be amazing.

Latest snapshot build has BMS bins, untested, have fun.



Sry mate,
but pals
if it would work, I would not have made a request.

asherkin
07-01-2016, 18:18
Sry mate,
but pals
if it would work, I would not have made a request.

He added support, that's what the damn post is about.

painkiller
07-01-2016, 18:27
This is the latest version

http://www.bailopan.net/stripper/snapshots/1.2/stripper-1.2.2-hg82-linux.tar.gz

I test it and it just does not.

Example: Barrels replaced, game_text, weapon spawn

nothing works.

asherkin
07-01-2016, 18:28
That is an absolutely ancient version, the latest is git124.

painkiller
07-01-2016, 18:33
ok then I'm sorry.

My mistake please excuse.

SOBgaming
07-21-2016, 05:57
I'd like to know what I'm doing wrong, trying to add a prop to a map:


{
add:
{
"origin" "509.138733 420.279877 14463.295898"
"angles" "0 0 0"
"model" "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma.mdl"
"classname" "prop_dynamic"
}
}
It never shows up in-game for some reason?

Edit: I currently have it added in global_filters.cfg for testing purposes.

Proz
07-27-2016, 16:42
I'd like to know what I'm doing wrong, trying to add a prop to a map:


{
add:
{
"origin" "509.138733 420.279877 14463.295898"
"angles" "0 0 0"
"model" "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma.mdl"
"classname" "prop_dynamic"
}
}
It never shows up in-game for some reason?

Edit: I currently have it added in global_filters.cfg for testing purposes.


Try this


add:
{
"origin" "509 420 14463"
"angles" "0 0 0"
"model" "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma.mdl"
"classname" "prop_dynamic"
}

Potato Uno
08-05-2016, 13:22
Stripper crashes when the stripper_dump command is used on workshop maps.

I suspect the reason for this crash is because it is using gpGlobals->mapname to get the map name, and then uses that result to formulate the output filename. The problem is workshop maps have a path separator / \ in them, so you're effectively trying to use a filename like "workshop/mvm_isolation.ugc512476725.cfg" as the dump file, which is an invalid file name in virtually all operating systems.

I would propose that merely replacing path separators / \ with underscores _ should be a sufficient enough of a fix without making the code too crazy. In the example above, the dump file would be named like "workshop_mvm_isolation.ugc512476725.cfg".

It's not terribly important but whenever someone wants to do a round of bugfixes, this should be one of them. Thanks!

shavit
08-05-2016, 22:14
Stripper crashes when the stripper_dump command is used on workshop maps.

I suspect the reason for this crash is because it is using gpGlobals->mapname to get the map name, and then uses that result to formulate the output filename. The problem is workshop maps have a path separator / \ in them, so you're effectively trying to use a filename like "workshop/mvm_isolation.ugc512476725.cfg" as the dump file, which is an invalid file name in virtually all operating systems.

I would propose that merely replacing path separators / \ with underscores _ should be a sufficient enough of a fix without making the code too crazy. In the example above, the dump file would be named like "workshop_mvm_isolation.ugc512476725.cfg".

It's not terribly important but whenever someone wants to do a round of bugfixes, this should be one of them. Thanks!

or just run something like GetMapDisplayName() that sourcemod has

Potato Uno
08-06-2016, 11:09
GetMapDisplayName is a mere string butchering operation... that's basically what I suggested.

Also, it's better to do the _ operation as (1) it's an easy and lazy fix, and (2) it won't conflict with non-workshop maps.

asherkin
08-10-2016, 14:40
As a short-term fix, if you create a workshop directory under addons/stripper/maps/ it should work fine.

Bad Cold Man
08-14-2016, 05:42
Hello!


When I try to start the server, I got this error:
http://steamcommunity.com/sharedfiles/filedetails/?id=743829287

Game: CSGO
OS: Windows 7
version: stripper-1.2.2-git100-windows.zip

What's my mistake?

iGANGNAM
08-26-2016, 01:35
How I can change my stripper path? it's always "addons/stripper" need to change it somehow :) tried some convar... but meh

asherkin
08-26-2016, 04:23
Change stripper_cfg_path.

Figa
08-26-2016, 21:56
Coca-Cola for L4D1 on l4d_hospital01_apartment

157075

cravenge
09-05-2016, 22:13
Noticed this just now. Is stripper still working right? Because every map change, my servers keep crashing even if I download a fresh new one. If I remove it, no crashes. Also, the only one I've done to maps using stripper was to add some physics blocker and map routings.

Potato Uno
09-05-2016, 22:26
Game? I use it on TF2 all the time and it still works perfectly for me.

cravenge
09-05-2016, 22:30
L4D and L4D2. Hmmm, I'm thinking it needs an update to these games.

Potato Uno
09-05-2016, 22:48
Ping the stripper thread. It might need a recompile against something that was changed.

As a quick test, try deleting all the info_player_teamspawn entities on the map. You should spawn at the origin. If it works with no crash then you are probably doing something the server doesn't like.

Spirit_12
09-06-2016, 01:50
Last I checked it was working fine with L4D2. Maybe you are not getting the latest version?

cravenge
09-13-2016, 01:56
Last I checked it was working fine with L4D2. Maybe you are not getting the latest version?Using latest windows version. I know it works fine with Linux.

Spirit_12
09-13-2016, 04:18
Using latest windows version. I know it works fine with Linux.

Probably needs a recompile with latest SDK. Did you try the dev build?

MyClarity
09-15-2016, 19:58
I'm having this error on server console, cs go

L 09/16/2016 - 01:52:33: [META] Failed to load plugin addons/stripper/bin/stripper_mm: Failed to get API
L 09/16/2016 - 01:52:33: [META] Loaded 0 plugins (2 already loaded)
---- Host_Changelevel ----
L 09/16/2016 - 01:52:33: [META] Failed to load plugin addons/stripper/bin/stripper_mm: Failed to get API

If I write meta list on the server console the plugin doesn't seem to be loaded.
Any help? Thanks.

Potato Uno
09-15-2016, 22:15
It helps to specify the game, the version you tried to install, and your metamod version.

For starters, install the latest metamod and stripper snapshots available.

MyClarity
09-16-2016, 14:21
It helps to specify the game, the version you tried to install, and your metamod version.

For starters, install the latest metamod and stripper snapshots available.

CS:GO,Metamod:Source version 1.10.6, latest version.

eric0279
09-20-2016, 10:36
Hello

in c10m1_caves, i have:
{
"origin" "-11555.2 -14718.3 -197.689"
"VomitJarDensity" "2.5"
"UpgradepackDensity" "1.0"
"PropaneTankDensity" "2.5"
"PistolDensity" "1"
"PipeBombDensity" "2.9"
"PainPillDensity" "2"
"OxygenTankDensity" "0"
"MolotovDensity" "2.9"
"MeleeWeaponDensity" "3.5"
"MagnumDensity" "-1.0"
"ItemClusterRange" "25"
"GasCanDensity" "2"
"FinaleItemClusterCount" "3"
"DefibrillatorDensity" "1.052"
"ConfigurableWeaponDensity" "-1.0"
"ConfigurableWeaponClusterRange" "100"
"ChainsawDensity" "1.0"
"angles" "0 0 0"
"AmmoDensity" "1"
"AdrenalineDensity" "3.3"
"classname" "info_map_parameters_versus"
"hammerid" "1421151"
}

i want remove defibrilator, how?

if use hammerid, he remove all items, so?

Thanks

AwesomeX
09-20-2016, 18:36
No longer working on TF2 after the most recent patch.

404UNF
09-20-2016, 19:33
No longer working on TF2 after the most recent patch.

Any error logs or other helpful information?

Potato Uno
09-21-2016, 08:19
Still working in TF2 (using windows).

Rushy
09-21-2016, 10:44
+1 to stripper not working on Linux TF2 since recent update. It just fails to load.

Using stripper version stripper-1.2.2-git124-linux
Metamod version 1.10.7-952

If I try to manually add it using:

meta load addons/metamod/stripper.vdf (correct me if that is the correct way or not)



I get an output of:

Failed to load plugin addons/metamod/stripper.vdf (/home/ogp_agent/OGP_User_Files/64/tf/addons/metamod/stripper.vdf: invalid ELF header).

AwesomeX
09-21-2016, 11:14
Yeah sorry, forgot to mention my server is running on linux.

I have the same issue as Rushy. Stripper just fails to load.


Hopefully we get a fast fix. Since my server is completely broken without Stripper.

Spirit_12
09-21-2016, 13:57
From what I can understand. It requires a recompile against the latest TF2 binary.

Alice.bnd
09-21-2016, 19:05
Hi.
Doesn't work under Linux after the last update of tf2. (
22:17:16 Failed to load plugin ../tf/addons/stripper/bin/stripper.core.so (Function CreateInterface not found).

Dr!fter
09-22-2016, 09:55
Try the latest snapshot.

Chdata
09-22-2016, 10:38
Is the latest snapshot supposed to be the one at the top or the one going by numeric order

The numbering seems to jump around alot...

http://www.bailopan.net/stripper/snapshots/1.2/

Dr!fter
09-22-2016, 10:40
Git 125

AwesomeX
09-22-2016, 10:40
I can confirm after installing snapshot #125 "stripper-1.2.2-git125" the issue is fixed, stripper seems to be loading again.

Thanks to whoever fixed it, I appreciate it!

Sil3nt702
09-22-2016, 11:32
I can confirm after installing snapshot #125 "stripper-1.2.2-git125" the issue is fixed, stripper seems to be loading again.

Thanks to whoever fixed it, I appreciate it!
Can also confirm.

Alice.bnd
09-22-2016, 18:23
Is the latest snapshot supposed to be the one at the top or the one going by numeric order

The numbering seems to jump around alot...

http://www.bailopan.net/stripper/snapshots/1.2/

git125! )
Everything is working! Many thanks!

Rushy
09-23-2016, 02:26
Git 125, fixed the issue. Thanks

Dagothur
09-30-2016, 23:15
Anyone else get a seg fault when performing a stripper_dump on the git 125 build?

Edit: on linux

usla
10-12-2016, 18:04
great plugin, works fine removes all unnecessary props with {
"classname" "/prop_physics.*/"
} but i can't remove chickens pet_entity can anyone help me with that, what code should i add ?
Thanks

Rushy
10-13-2016, 02:58
great plugin, works fine removes all unnecessary props with {
"classname" "/prop_physics.*/"
} but i can't remove chickens pet_entity can anyone help me with that, what code should i add ?
Thanks

I am not too good with csgo. But have you tried:

filter:
{
"classname" "pet_entity"
}

usla
10-13-2016, 03:12
I am not too good with csgo. But have you tried:

filter:
{
"classname" "pet_entity"
}

oh yes i tried everything that was my first line still darn chickens wont go away :(

Rushy
10-13-2016, 03:23
oh yes i tried everything that was my first line still darn chickens wont go away :(

Keep that filter in and also try adding:

filter:
{
"classname" "chicken"
}

I think chicken is a valid class

Edit:
If that fails look at powerlords post on:
https://forums.alliedmods.net/showthread.php?t=231765

usla
10-13-2016, 10:06
Keep that filter in and also try adding:

filter:
{
"classname" "chicken"
}

I think chicken is a valid class

Edit:
If that fails look at powerlords post on:
https://forums.alliedmods.net/showthread.php?t=231765
no luck :( gaben likes his chicken :))

deadbeat
10-17-2016, 21:38
I've been trying to add 2 bombsite entities to a map for a while but no matter what I do only the bomb site B Marker shows up. I cannot get it to show bombsite A on the radar or map. I have used both func_bomb_target and info_bomb_target. I have specified the coordinates and tried many other things. I've got it so I can plant at bomb site A but I just cannot get the Letter show on the map and radar!! Any ideas would be helpful.

Ive tried doing the following:

{
"origin" "1000 -300 -112"
"model" "*21"
"target" "tgt_a"
"classname" "func_bomb_target"
}

{
"origin" "1000 -300 -112"
"model" "*21"
"target" "tgt_a"
"classname" "info_bomb_target"
}

{
"origin" "1000 -300 -112"
"classname" "func_bomb_target"
}
Ive tried using different Models, target names. Sometimes depending on the coordinates. I can get both both the A marker and B marker to show up, but as soon as I change the coordinate to where I want the bomb site to be it disappears.

sneaK
11-11-2016, 12:00
Anyone know the kind of performance impact Stripper has on a server? More memory and/or CPU usage?

asherkin
11-11-2016, 12:24
It only does work during map change, so it's negligible in the grand scheme of things.

dust2
11-23-2016, 01:25
How I can delete music / sound which are in maps ?

sneaK
11-23-2016, 01:48
How I can delete music / sound which are in maps ?

Use stripper_dump to find the .wav or .mp3 files, then strip them out!

http://www.bailopan.net/stripper/

Major Erection
11-23-2016, 08:31
Okay firstly I'm a complete noob to this plugin so I'm sorry if I say anything stupid.

I used this plugin to remove deagles from my AWP server. But for some reason the AWP skins from all players also went missing.

This is in my global_filters.cfg

modify:
{

match:
{
"classname" "weapon_deagle"
}
delete:
{
"classname" "weapon_deagle"
}
}

sneaK
11-23-2016, 11:30
Okay firstly I'm a complete noob to this plugin so I'm sorry if I say anything stupid.

I used this plugin to remove deagles from my AWP server. But for some reason the AWP skins from all players also went missing.

This is in my global_filters.cfg

modify:
{

match:
{
"classname" "weapon_deagle"
}
delete:
{
"classname" "weapon_deagle"
}
}

You're trying to remove all deagles on the ground? If so, no need to modify/match, just use this:


remove:
{
"classname" "weapon_deagle"
}

Also, ensure other weapons/entities aren't being removed with global_filters.cfg

Major Erection
11-23-2016, 12:39
You're trying to remove all deagles on the ground? If so, no need to modify/match, just use this:


remove:
{
"classname" "weapon_deagle"
}

Also, ensure other weapons/entities aren't being removed with global_filters.cfg
Basically most of the AWP maps that my players enjoy playing in has deagles hard coded into the map or whatever you call it. And I don't want the deags to spawn at all. Not remove it from the ground. Also how do I ensure other entities aren't being removed? Thanks in advance.

sneaK
11-23-2016, 14:12
Basically most of the AWP maps that my players enjoy playing in has deagles hard coded into the map or whatever you call it. And I don't want the deags to spawn at all. Not remove it from the ground. Also how do I ensure other entities aren't being removed? Thanks in advance.

The code I posted should do the trick. I don't know if you want that for every map, or just one specific one. Nothing else should be removed as long as your global_filter.cfg is empty. Another way to find out what you might want to strip out is by using stripper_dump and examining the dump file.

cravenge
11-23-2016, 16:46
Basically most of the AWP maps that my players enjoy playing in has deagles hard coded into the map or whatever you call it. And I don't want the deags to spawn at all. Not remove it from the ground. Also how do I ensure other entities aren't being removed? Thanks in advance.Why not:

filter:
{
"classname" "weapon_deagle"
}

sneaK
11-23-2016, 19:11
Why not:

filter:
{
"classname" "weapon_deagle"
}


That's exactly what I said. Remove and filter are interchangeable with stripper.

Major Erection
11-24-2016, 00:18
That's exactly what I said. Remove and filter are interchangeable with stripper.
Will definitely do this. Thanks so much man.

Major Erection
11-24-2016, 00:47
Okay so the plugin is loaded and all. But it seems like nothing is happening. If I reload it, it removed the deags as I wanted(refer to my previous posts) but after a map change, it does nothing again.

Metamod:Source version 1.10.6
Built from: https://github.com/alliedmodders/metamod-source/commit/9fed12f
Build ID: 946:9fed12f
Loaded As: Valve Server Plugin
Compiled on: Sep 10 2015
Plugin interface version: 15:14
SourceHook version: 5:5

The version of stripper I'm using is git125, not sure if that's the latest one because the one download link on the main site loaded as <Error>

In my global_filters.cfg

filter:
{
"classname" "weapon_deagle"
}

Thanks in advance for helping me again. :)

cravenge
11-24-2016, 09:38
Maybe desert eagles on different maps have different classnames. Check every map files and open three at a time with Notepad++ since some can be big and make the editer load really slow.

Now, CTRL+F (search) and find the needed classname (i.e weapon_deagle) and check the "Match whole word only" box to minimize results. If none found, try shorter name (i.e deagle), uncheck the box, and search until you find multiple matching results.

It's better to filter entities that are only found in specific maps rather than doing it in the global_filters.cfg

Major Erection
11-24-2016, 10:03
Maybe desert eagles on different maps have different classnames. Check every map files and open three at a time with Notepad++ since some can be big and make the editer load really slow.

Now, CTRL+F (search) and find the needed classname (i.e weapon_deagle) and check the "Match whole word only" box to minimize results. If none found, try shorter name (i.e deagle), uncheck the box, and search until you find multiple matching results.

It's better to filter entities that are only found in specific maps rather than doing it in the global_filters.cfg

I'll do that, thanks. But even loading the same map, the deag spawns again so could it be another issue?

cravenge
11-26-2016, 01:53
I'll do that, thanks. But even loading the same map, the deag spawns again so could it be another issue?Maybe, but I can't replicate your problem both in L4D2 and CS:GO even when the same map is the next map to be played.

diorfo
12-02-2016, 00:37
Who can share some planes models?

Tried to find some in c11m5 but the only i found with "stripper_dump" and i was able to spawn was "model" "models/props_vehicles/c130.mdl"

cravenge
12-02-2016, 03:09
Who can share some planes models?

Tried to find some in c11m5 but the only i found with "stripper_dump" and i was able to spawn was "model" "models/props_vehicles/c130.mdl"Models found in The Parish:

"models/missiles/f18_agm65maverick.mdl"
"models/f18/f18_sb.mdl"

crafting
12-03-2016, 21:27
Just checking, does this work with TF2? If so, this isn't working for me and I just might not have it set up correctly. I want to add in 3 custom models.


add:
{
"origin" "3626 -2024 237"
"angles" "0 -32 0"
"model" "models/props_custweap/grave_1.mdl"
"classname" "prop_dynamic"
}
add:
{
"origin" "-799 -1404 248"
"angles" "18 0 0"
"model" "models/props_custweap/grave_2.mdl"
"classname" "prop_dynamic"
}
add:
{
"origin" "-7589 -156 39"
"angles" "16 179 0"
"model" "models/props_custweap/grave_3.mdl"
"classname" "prop_dynamic"
}


I used "cl_showpos" to get the coordinates to where the model should show up. Also, I am using "pl_hoodoo_final" as my testing map and the cfg files goes in \tf\addons\stripper\maps and named "pl_hoodoo_final.cfg"

diorfo
12-05-2016, 22:50
Anyone can explain me how spawn wood bridge from L4D2 c12m1 and c13m1?

Found the wood bridge code via stripper_dump and db_info

{
"model" "*10"
"vrad_brush_cast_shadows" "0"
"StartDisabled" "0"
"spawnflags" "2"
"Solidity" "2"
"solidbsp" "0"
"rendermode" "0"
"renderfx" "0"
"rendercolor" "255 255 255"
"renderamt" "255"
"origin" "-661.34 3172.01 444.99"
"mingpulevel" "0"
"mincpulevel" "0"
"maxgpulevel" "0"
"maxcpulevel" "0"
"invert_exclusion" "0"
"InputFilter" "0"
"fadescale" "1"
"fademindist" "-1"
"fademaxdist" "0"
"disableX360" "0"
"disableshadows" "1"
"disablereceiveshadows" "0"
"classname" "func_brush"
"hammerid" "219238"
}

But doesn't work.

Figa
12-06-2016, 08:35
Just checking, does this work with TF2? If so, this isn't working for me and I just might not have it set up correctly. I want to add in 3 custom models.


Checked on my L4D, custom models are also not loaded.

Anyone can explain me how spawn wood bridge from L4D2 c12m1 and c13m1?


If the model is listed *number ("model" "*10"), this model can ONLY be used on that map where it is installed. All maps have their own model with *number.

diorfo
12-06-2016, 22:50
If the model is listed *number ("model" "*10"), this model can ONLY be used on that map where it is installed. All maps have their own model with *number.

Are you sure?

Because this last weekend i played in a server that have this wood bridge spawned in c2m1 map (dark carnival).

Figa
12-07-2016, 08:58
Then perhaps, you found the wrong object code.

diorfo
12-07-2016, 22:47
Then perhaps, you found the wrong object code.

In fact i used a plugin that you point your target and put in console db_info and it show the infomations of class and model code.

Than it showed in wood bridge model *10 and class func_brush.

cravenge
12-08-2016, 04:49
In fact i used a plugin that you point your target and put in console db_info and it show the infomations of class and model code.

Than it showed in wood bridge model *10 and class func_brush.Just remove model and hammer ID from the code and let me know if it works.

diorfo
12-09-2016, 00:07
Just remove model and hammer ID from the code and let me know if it works.

Still not working.

Tried to remove other lines but not worked too.

El Diablo War3Evo
12-10-2016, 21:12
Stripper - On your old website points to a file no longer that works.

http://www.bailopan.net/stripper/files/stripper-1.2.2-linux.tar.gz

TF2 Server

Latest Dev Version 1.11.0-dev+998

meta list
Listing 6 plugins:
[01] SourceMod (1.8.0.5948) by AlliedModders LLC
[02] <FAILED>
[03] AutoGain (2.0.2) by GoD-Tony/El Diablo
[04] TF2 Tools (1.8.0.5948) by AlliedModders LLC
[05] SDK Hooks (1.8.0.5948) by AlliedModders LLC
[06] SDK Tools (1.8.0.5948) by AlliedModders LLC


meta version
Metamod:Source Version Information
Metamod:Source version 1.11.0-dev+998
Plugin interface version: 15:14
SourceHook version: 5:5
Loaded As: Valve Server Plugin
Compiled on: Sep 18 2015 19:39:18
Built from: https://github.com/alliedmodders/metamod-source/commit/ebf29da
Build ID: 998:ebf29da
http://www.metamodsource.net/

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

Latest Waterfall stable version 1.10.7-dev

meta list
Listing 6 plugins:
[01] SourceMod (1.8.0.5948) by AlliedModders LLC
[02] <FAILED>
[03] AutoGain (2.0.2) by GoD-Tony/El Diablo
[04] TF2 Tools (1.8.0.5948) by AlliedModders LLC
[05] SDK Hooks (1.8.0.5948) by AlliedModders LLC
[06] SDK Tools (1.8.0.5948) by AlliedModders LLC

meta version
Metamod:Source version 1.10.7-dev
Built from: https://github.com/alliedmodders/metamod-source/commit/b189876
Build ID: 954:b189876
Loaded As: Valve Server Plugin
Compiled on: Nov 7 2016
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/

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

Download link version 1.10.6

meta list
Listing 6 plugins:
[01] SourceMod (1.8.0.5948) by AlliedModders LLC
[02] <FAILED>
[03] AutoGain (2.0.2) by GoD-Tony/El Diablo
[04] TF2 Tools (1.8.0.5948) by AlliedModders LLC
[05] SDK Hooks (1.8.0.5948) by AlliedModders LLC
[06] SDK Tools (1.8.0.5948) by AlliedModders LLC

meta version
Metamod:Source version 1.10.6
Built from: https://github.com/alliedmodders/metamod-source/commit/9fed12f
Build ID: 946:9fed12f
Loaded As: Valve Server Plugin
Compiled on: Sep 12 2015
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/


Note working 1.10.6 for these either:

http://www.bailopan.net/stripper/files/stripper-1.2.1a-linux.tar.gz

http://www.bailopan.net/stripper/files/stripper-1.2.tar.gz (Gives ERROR instead of FAILED)

http://www.bailopan.net/stripper/files/stripper-1.2.1.tar.gz (Gives ERROR instead of FAILED)


This file works with metamod 1.10.6 for TF2 linux:

http://www.bailopan.net/stripper/snapshots/1.2/stripper-1.2.2-git125-linux.tar.gz

sneaK
12-10-2016, 22:05
Just go to the snapshots and download the latest -git*** version, latest is 125. Needed to be recompiled for TF2 against

Try the latest snapshot.

diorfo
12-16-2016, 21:58
Anyone knows how spawn wood bridge from c12m1/c13m1 in other maps?

Found a l4d2 server that made it: http://steamcommunity.com/sharedfiles/filedetails/?id=819693799

Tried to make it myself but without success.

Chdata
01-21-2017, 04:11
It would be cool if stripper supported something like

ctf_*
arena_*
koth_*

wolvez04
02-04-2017, 04:50
https://crash.limetech.org/lbc4g6mzceeq
LBC4-G6MZ-CEEQ

Anyone know how to fix this crash which looks to be caused by stripper? I am using the latest version of stripper and sourcemod

EDIT:

and this one
https://crash.limetech.org/t252ibdn5rx2
T252-IBDN-5RX2

sneaK
02-04-2017, 16:18
Very little information provided here, but doesn't look like stripper is causing the crash.

cravenge
02-07-2017, 02:39
[L4D/L4D2 only] Naniwa City campaign finale fix. Enjoy!

_GamerX
02-18-2017, 02:36
CS:GO not supperted?

sneaK
02-18-2017, 05:20
CS:GO not supperted?

It's very much supported, and works well.

_GamerX
02-19-2017, 13:22
Not work for me...
Plugin successful loaded but if I add some extra CT and T spawns so working only if add but next time map not add custom spawns ..

I using this plugin: https://forums.alliedmods.net/showthread.php?p=1786838 for adding spawns

sneaK
02-19-2017, 13:28
Not work for me...
Plugin successful loaded but if I add some extra CT and T spawns so working only if add but next time map not add custom spawns ..

I using this plugin: https://forums.alliedmods.net/showthread.php?p=1786838 for adding spawns

Let's see one of your configs. You don't need to run an extra plugin to add spawns with stripper.

_GamerX
02-19-2017, 13:31
config are correct, this plugin is only for edditing stripper configs

sneaK
02-19-2017, 14:17
config are correct, this plugin is only for edditing stripper configs

It's entirely possible the plugin is writing it incorrectly; it was last updated 5 years ago, things change, and plugins break - sometimes in strange ways. Saying "it's not working" without providing any context isn't really conducive to you getting any help. I know plenty of linux & windows servers that run Stripper on CS:GO - I run several servers myself with Stripper.

1. Is stripper actually loaded? (Type 'meta list', does Stripper show up?)
2. What version of stripper is running?
3. Are you placing the config(s) in the correct folders?
4. Show one of your configs here, perhaps it is malformed.
5. Do you have permissions set correctly on the configs, so they can be read properly?
6. Do you have any other plugins that might be interfering with spawns?

_GamerX
02-19-2017, 14:31
meta list
Listing 7 plugins:
[01] Stripper (1.2.2) by BAILOPAN
[02] SourceMod (1.8.0.5970) by AlliedModders LLC
[03] CS Tools (1.8.0.5970) by AlliedModders LLC
[04] SDK Tools (1.8.0.5970) by AlliedModders LLC
[05] DHooks (2.1.0) by Dr!fter
[06] SDK Hooks (1.8.0.5970) by AlliedModders LLC
[07] SteamWorks Extension (1.2.1) by Kyle Sanderson

Version: stripper-1.2.2-git125-linux

e.g. one config: csgo/addons/stripper/maps/aim_crazyjump_go.cfg
add:
{
"origin" "-262.8 -1066.2 72.0"
"angles" "0.0 93.8 0.0"
"classname" "info_player_counterterrorist"
}
add:
{
"origin" "29.5 -1067.7 72.0"
"angles" "0.0 90.1 0.0"
"classname" "info_player_counterterrorist"
}
add:
{
"origin" "-243.2 -817.7 64.0"
"angles" "0.0 85.4 0.0"
"classname" "info_player_counterterrorist"
}
add:
{
"origin" "-238.2 -971.1 124.6"
"angles" "0.0 83.1 0.0"
"classname" "info_player_counterterrorist"
}
add:
{
"origin" "-63.6 -1074.9 72.0"
"angles" "0.0 87.4 0.0"
"classname" "info_player_counterterrorist"
}
add:
{
"origin" "204.1 184.7 64.0"
"angles" "0.0 270.7 0.0"
"classname" "info_player_terrorist"
}
add:
{
"origin" "191.0 300.3 64.0"
"angles" "0.0 256.6 0.0"
"classname" "info_player_terrorist"
}
add:
{
"origin" "81.0 433.2 72.0"
"angles" "0.0 268.4 0.0"
"classname" "info_player_terrorist"
}
add:
{
"origin" "-209.0 437.9 72.0"
"angles" "0.0 268.4 0.0"
"classname" "info_player_terrorist"
}
add:
{
"origin" "37.4 297.8 124.6"
"angles" "0.0 269.6 0.0"
"classname" "info_player_terrorist"
}

Destinyg133
03-03-2017, 20:33
ill need help with this, i've tried to edit teleport of surf map, and i have managed to do it correctly, but after passing you still have speed from last stage


modify:
{
match:
{
"origin" "-6268.58 2176 8616"
"targetname" "tp2"
"angles" "0 0 0"
"classname" "info_teleport_destination"
"hammerid" "7043"
}
replace:
{
"origin" "-6273 2177 8463"
}
}


i want after passing stage to get stuck, and after you touch ground you can move

sneaK
03-04-2017, 03:36
All you're doing is moving the location of the teleport destination. Generally to avoid telehopping, most surf maps have player clips that block a player in from maintaining their speed, but some maps don't have this.

I requested a plugin be made to deal with this exact issue on entire maps, and Mitchell was able to get a (mostly) working version out - but does not function in its intended way sometimes. Read through this thread if you're interested: https://forums.alliedmods.net/showthread.php?t=289929

xice1337
03-04-2017, 04:07
Does anybody know why surf_happyhands and surf_happyhands2 ist crashing the CSGO client but not the server?
I tried to remove most of the entities without success. I know its possible because there are servers that dont crash my client.

Btw @Destinyg133 i used to add a model to prevent telehopping

add:
{
"classname" "prop_dynamic"
"model" "models/props_pipes/concrete_pipe001b.mdl"
"angles" "90 270 0"
"origin" "-14154 -8212 980"
"renderamt" "0"
"spawnflags" "2"
"solid" "6"
"fademindist" "1"
}

to find out the correct coordinates set the entity in hammer to prop_door_rotating and then just place the teleport inside of it.

Destinyg133
03-04-2017, 20:53
Well i managed to fix my issue, so since i didnt want to try every trigger_teleport i have just added code near each one


modify:
{
match:
{
"origin" "-6268.58 2176 8616"
"targetname" "tp2"
"angles" "0 0 0"
"classname" "info_teleport_destination"
"hammerid" "7043"
}
replace:
{
"origin" "-6273 2177 8463"
}

}

modify:
{
match:
{
"classname" "trigger_teleport"
}
insert:
{
"OnStartTouch" "!activatorRunScriptCodeself.SetVelocity(Vec tor(0,0,0));0-1"
}
}

sneaK
03-05-2017, 02:40
Well i managed to fix my issue, so since i didnt want to try every trigger_teleport i have just added code near each one


modify:
{
match:
{
"origin" "-6268.58 2176 8616"
"targetname" "tp2"
"angles" "0 0 0"
"classname" "info_teleport_destination"
"hammerid" "7043"
}
replace:
{
"origin" "-6273 2177 8463"
}

}

modify:
{
match:
{
"classname" "trigger_teleport"
}
insert:
{
"OnStartTouch" "!activatorRunScriptCodeself.SetVelocity(Vec tor(0,0,0));0-1"
}
}


And this successfully set players velocities to 0 after teleport? If so I REALLY gotta check this out, that's awesome, thanks for sharing. :D

Destinyg133
03-05-2017, 06:53
And this successfully set players velocities to 0 after teleport? If so I REALLY gotta check this out, that's awesome, thanks for sharing. :D

np, im glad i could help
https://steamcommunity.com/app/211/discussions/0/517142892060418942/?ctp=2

last comment on page 2 check it out

Gabe Iggy
03-05-2017, 07:28
-- Problem: Stripper not loading | Fixed it installing this (https://forums.alliedmods.net/showthread.php?p=2476909#post2476909) --

Destinyg133
03-12-2017, 08:16
I am having a problem with stripper, hopefully someone could help me out cause i am not sure what could it be

I wanted to change angle when you spawn on surf map

when i set new angle , nothing happens, literally nothing

modify:
{
match:
{
"origin" "15712 5120 2216"
"targetname" "stage_06_start"
"angles" "0 180 0"
"classname" "info_teleport_destination"
"hammerid" "752699"
}
replace:
{
"angles" "0 0 0"
}
}


but everythig else i do in stripper works

404UNF
03-12-2017, 16:15
I love Stripper Source. Speaking of SourceMod and entities; I'm honestly shocked that more people haven't created "visual effect" plugins for maps that adds stuff like new props and particle effects to enhance certain maps. I mean, you can even create things like func_nobuild brushes on the fly with SourceMod. I know of one plugin that did the creation of func_nobuild for something and I can't remember the name of it. People could literally come up with plugins that fix various map exploits that Valve hasn't touched in years. That's the beauty of working with entities, especially when said entities have many variables you can use to tweak various entity settings. Working with entities is why I got Sigsegv to help me modify the sm_dump_datamaps command so it dumped datamaps in individual named TXT files for my datamaps directory (http://www.unfgaming.net/datamaps/tf2/).

Destinyg133
03-13-2017, 17:33
I am having a problem with stripper, hopefully someone could help me out cause i am not sure what could it be

I wanted to change angle when you spawn on surf map

when i set new angle , nothing happens, literally nothing

modify:
{
match:
{
"origin" "15712 5120 2216"
"targetname" "stage_06_start"
"angles" "0 180 0"
"classname" "info_teleport_destination"
"hammerid" "752699"
}
replace:
{
"angles" "0 0 0"
}
}


but everythig else i do in stripper works

so does anyone know how to fix this?
problem is spawn point is putting my in wrong direction, i have tried every combination, from getpos angle, 90*, any other numbers, nothing is working, its always putting me on the same way?

asherkin
03-13-2017, 17:55
Modify the teleporter, not the teleport destination.

Destinyg133
03-13-2017, 20:11
Modify the teleporter, not the teleport destination.

ty, i will try, but that doesnt make any sense for me?
isnt destination suppose to be one changing?

here is the recent one from surf_life_of_duck


modify:
{
match:
{
"model" "*15"
"UseLandmarkAngles" "1"
"target" "level5"
"StartDisabled" "0"
"spawnflags" "1"
"parentname" "endmove"
"origin" "11104 12928 -5024"
"classname" "trigger_teleport"
"hammerid" "2709"
}
replace:
{
"UseLandmarkAngles" "0"
"origin" "10708.352539 12671.936523 -4978.003418"
}

}


it keeps pushing player back after getting tro teleporter, so what should i do with it?

RoNn
03-16-2017, 06:15
it keeps pushing player back after getting tro teleporter, so what should i do with it?

Hi Destingy can you post your full code here? All the trigger_teleport for transition between stages use "UseLandmarkAngles" "1" which correctly direct client. Setting to 0 will face the wrong direction.

CryWolf
03-23-2017, 14:58
i dont\'t know guys for me it doesnt work
for example used stripper_dump and taked the origins form the dump file

}{
"origin" "-1415.47 1371.02 -174.855"
"ammo" "30"
"_minlight" "0.0"
"rendercolor" "255 255 255"
"renderamt" "255"
"angles" "0 0 90"
"spawnflags" "0"
"classname" "weapon_awp"
}{
and created a config with

add:
{
"origin" "-1415.47 1371.02 -174.855"
"HostageType" "0"
"angles" "0 0 90"
"classname" "hostage_entity"
}

modify:
{
match:
{
"model" "models/weapons/w_snip_awp.mdl"
}
replace:
{
"classname" "hostage_entity"
}
delete:
{
"model" "models/weapons/w_snip_awp.mdl"
}
}
and none of them works, why ? :(
also tryied the default global_filters.cfg with the default options just uncommented

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"
}
}
Still nothing works, stripper is running the dumps are created with no problem just nothing happens

meta list
Listing 5 plugins:
[01] SourceMod (1.8.0.5977) by AlliedModders LLC
[02] Stripper (1.2.2) by BAILOPAN
[03] CS Tools (1.8.0.5977) by AlliedModders LLC
[04] SDK Tools (1.8.0.5977) by AlliedModders LLC
[05] SDK Hooks (1.8.0.5977) by AlliedModders LLC

CryWolf
03-23-2017, 15:21
i took the cl_showpos 1 to correctly indicate position and added to the map.cfg and still nothing
http://i66.tinypic.com/2hzh312.jpg
$2000$.cfg

add:
{
"origin" "-1260.45 227.17 -115.97"
"HostageType" "0"
"angles" "-1.08 87. 07 0.00"
"classname" "hostage_entity"
}
Module works fine but ... nothing there. :(

CryWolf
03-24-2017, 15:53
Bug report

Any modification to the map and using the bots, will crash the server, using latest snapshot 1.2.5

Nimmy
03-26-2017, 19:37
Is it possible to change the sizes of things using this? So if I wanted a trigger_Hurt to be bigger how would I go about doing that.

cravenge
04-20-2017, 10:27
Modify and add commands are faulty. Sometimes they work and/or crash the server, but mostly they don't. Update is definitely needed.

sneaK
04-20-2017, 12:47
Modify and add commands are faulty. Sometimes they work and/or crash the server, but mostly they don't. Update is definitely needed.

Game? OS? Version of stripper?

Don't have this issue on latest version of stripper in CS:GO on windows.

Ejziponken
05-09-2017, 05:25
My servers crash with latest snapshot on linux in CSGO.
Also the stripper_dump command crashes the server.

stripper-1.2.2-git125-linux.tar.gz

https://crash.limetech.org/o2g5gm7smxms

https://crash.limetech.org/wjtkdcvpjmnc

leandrotruppa
05-18-2017, 17:59
I am having this problem with Stripper:

Failed to load plugin addons/stripper/bin/stripper_mm (/*************/+stripper_path/bin/stripper.core.so: cannot open shared object file: No such file or directory).

iSe7en
05-28-2017, 07:18
How use it with workshop maps?

usla
05-31-2017, 01:10
confirming that only windows version is working atm for csgo

spancer35
06-12-2017, 08:19
I Need a prop must doesn't move to block some places. Can't add to map prop_static when I add prop_physics_override players can move it with their body i mean they can push it. How can I add static props with Stripper?

add:
{
"origin" "8 -18 -180
"physdamagescale" "0.0"
"nodamageforces" "1"
"solid" "6"
"model" "models/props/de_nuke/hr_nuke/chainlink_fence_001/chainlink_fence_001_64.mdl"
"classname" "prop_physics_override"
}

usla
06-20-2017, 13:16
anyone got a fix for linux ?

Spirit_12
06-21-2017, 18:56
anyone got a fix for linux ?

Latest Snapshot loads in fine on my Linux CSGO test server.

http://www.bailopan.net/stripper/snapshots/1.2/stripper-1.2.2-git125-linux.tar.gz

ReFlexPoison
06-21-2017, 20:00
Broken for TF2

Proz
06-22-2017, 07:59
How use it with workshop maps?

Can someone confirm if this works for workshop maps?

JLHack7
07-06-2017, 18:18
I would really like a version for TF2 that dumps all prop_dynamic entities on the map, not just the ones that come with the map

Back in 2009, I first started making forts in the Left 4 Dead 2 DEMO and now I'm getting back into TF2 after a long hiatus from Source gaming (it was more like a sabbatical).


prop_dynamic_create props_gameplay/security_fence_section001
ent_rotate 15/-15
ent_remove

are all the commands I need, and I will spend some 3 and a half hours making a huge fortress out of those fences, and being able to save them would be awesome, because in L4D2 I would host a lobby on the computer I was playing on, and I could edit the nav mesh in real time (being the host), and create AI pathways so that CPU teammates (and most importantly, ZOMBIES) could traverse the towers I built

If I can save the fort, I can start up a local server, fire it up, edit the nav mesh, then save it, and upload it to my server, making it so that bots can navigate it.

Add me on Steam (JLHack7) and I'll show you.

alcybery
07-11-2017, 17:47
I'm trying to replace all magnums with melee weapons in L4D2. Tried this:

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

}

After comparing dump files tried to completely change magnum spawn entity:

"origin" "5295 8394 5576"
"targetname" "spawnitems_guns"
"spawnflags" "2"
"solid" "6"
"skin" "0"
"model" "models/w_models/weapons/w_pistol_1911.mdl"
"count" "1"
"angles" "0 300 -87"
"classname" "weapon_pistol_magnum_spawn"
"hammerid" "4296921"

to melee spawn entity:

"origin" "6112.63 8262.97 5922.27"
"targetname" "weapons_scavenge"
"spawnflags" "3"
"solid" "6"
"skin" "0"
"melee_weapon" "crowbar"
"disableshadows" "1"
"count" "1"
"angles" "0 150 -90"
"classname" "weapon_melee_spawn"
"hammerid" "4331696"

Result:

modify:
{
match:
{
"classname" "/weapon_pistol_magnum_spawn/"
}
replace:
{
"targetname" "weapons_scavenge"
"spawnflags" "3"
"classname" "weapon_melee_spawn"

}
insert:
{
"melee_weapon" "golfclub,fireaxe,frying_pan,machete,baseball_ bat,crowbar,cricket_bat,electric_guitar,katan a,tonfa" //All melees are unlocked with Left 4 Downtown 2, so it works in other cases.
"disableshadows" "1"
}
delete:
{
"model" "models/w_models/weapons/w_pistol_1911.mdl"
}
}


It's not working, magnum spawns just disappear. Any ideas what I'm doing wrong?

Kerouha
07-16-2017, 05:01
It's not working, magnum spawns just disappear. Any ideas what I'm doing wrong?
Try this.

modify:
{
match:
{
"classname" "weapon_pistol_magnum_spawn"
}
replace:
{
"classname" "weapon_melee_spawn"
"count" "1" ;amt of times this can be picked up
}
insert:
{
"melee_weapon" "any" ;instead of writing each melee weapon name
}
delete:
{
"model" "models/w_models/weapons/w_pistol_1911.mdl"
}
}

"spawnflags" "3" will make your melee weapons always appear on the map (ignoring director), and also make them physical (so they may slide/roll/fall from their initial coordinates), you might not want that.
Changing "disableshadows" is not necessary too.
"targetname" "weapons_scavenge" will most likely make this item disappear in any gamemode but Scavenge, so you better leave it unmodified.

Kerouha
07-16-2017, 05:06
I Need a prop must doesn't move to block some places. Can't add to map prop_static when I add prop_physics_override players can move it with their body i mean they can push it. How can I add static props with Stripper?
Try prop_dynamic/prop_dynamic_override.
{
"origin" "your coordinates"
"solid" "6"
"model" "models\your_model.mdl"
"angles" "your angle"
"classname" "prop_dynamic"
}

alcybery
07-16-2017, 17:05
Try this.

modify:
{
match:
{
"classname" "weapon_pistol_magnum_spawn"
}
replace:
{
"classname" "weapon_melee_spawn"
"count" "1" ;amt of times this can be picked up
}
insert:
{
"melee_weapon" "any" ;instead of writing each melee weapon name
}
delete:
{
"model" "models/w_models/weapons/w_pistol_1911.mdl"
}
}

"spawnflags" "3" will make your melee weapons always appear on the map (ignoring director), and also make them physical (so they may slide/roll/fall from their initial coordinates), you might not want that.
Changing "disableshadows" is not necessary too.
"targetname" "weapons_scavenge" will most likely make this item disappear in any gamemode but Scavenge, so you better leave it unmodified.

Thanks a lot, this actually works.

Found out there are remaining magnums left from "any_pistol" spawns. Converted them to pistol spawns with this:

modify:
{
match:
{
"weapon_selection" "any_pistol"
"classname" "weapon_spawn"
}
replace:
{
"classname" "weapon_pistol_spawn"
}
}

bubbyboytoo
08-13-2017, 01:36
I'm having an issue with this in TF2. I'm trying to add a custom model to ctf_2fort, and it works fine, but as soon as someone joins a team and the Waiting for Players phase begins, the model gets removed. Here's my code:
add:
{
"solid" "6"
"origin" "885.4266 -2533.937 -399.5175"
"angles" "0.0389 178.8637 -0.0043"
"classname" "prop_dynamic_override"
"model" "models/drmatt/tardis/exterior.mdl"
}
Anyone know a fix? I've already tried changing the class, and prop_dynamic and prop_physics_override have the same result, while prop_physics doesn't work at all.

Austin
09-07-2017, 00:58
What is the latest version of stripper?

The file names here are a bit confusing
http://www.bailopan.net/stripper/snapshots/1.2/

and what looks like the latest version,
stripper-1.2.2-git125-windows.zip
the dates on the files in the bin directory are from 9/22/2016
??

sneaK
09-07-2017, 03:45
1.2.2-git125 is the latest build.

Austin
10-15-2017, 13:05
It looks like the current version of stripper doesn't support csgo workshop maps.

I am running a Windows csgo ds with the latest version of stripper.
It is working fine with "normal" non workshop maps, but I have two problems if I try to use it with a workshop map.

1) On a workshop map stripper_dump crashes the server.

2) If I create a stripper config file for a map and put this config file in the stripper maps folder it doesn't work for a workshop map. The entities I put in this config file will work if the map is in the maps folder but it doesn't work if the map is running from the workshop folder which is a sub folder of the game's map folder.

Are their plans on adding support for workshop map?

I downloaded the source from git and it looks like this is one area that needs to be changed.


stripper_game.path_format(path,
sizeof(path),
"%s/%s/maps/%s.cfg",
stripper_game.game_path,
stripper_game.stripper_cfg_path,
map);


It doesn't look too difficult to add (after just a few minutes in the code).
I suppose I would first have to set up the Metamod build environment and then set up Stripper as a Metamod project.

Is there any documentation on setting up the build environment for stripper?

3axap
10-20-2017, 03:22
Hello all! Can i use Stripper for change env_fog_controller and func_areaportal?
e.t env_fog_controller setenddist 2000 or func_areaportalwindow set new "FadeStartDist" "" and "FadeDist" "". Thank you

p.s map is realy good, but need change fog parametr and areportal distance.

Bacardi
10-20-2017, 05:51
Hello all! Can i use Stripper for change env_fog_controller and func_areaportal?
e.t env_fog_controller setenddist 2000 or func_areaportalwindow set new "FadeStartDist" "" and "FadeDist" "". Thank you

p.s map is realy good, but need change fog parametr and areportal distance.
Create stripper dump file of specific map.
And post here.

3axap
10-20-2017, 06:17
Create stripper dump file of specific map.
And post here.


This:
{
"origin" "395 -1081 164"
"ZoomFogScale" "1"
"use_angles" "0"
"spawnflags" "0"
"mindxlevel" "0"
"maxdxlevel" "0"
"fogstart" "256"
"fogmaxdensity" ".6"
"fogend" "6500"
"fogenable" "1"
"fogdir" "1 0 0"
"fogcolor2" "255 255 255"
"fogcolor" "124 133 140"
"fogblend" "0"
"farz" "-1"
"angles" "0 0 0"
"classname" "env_fog_controller"
"hammerid" "219319"
}

and this:

{
"portalnumber" "95"
"TranslucencyLimit" "0"
"target" "fade_angar1_02"
"PortalVersion" "1"
"FadeStartDist" "256"
"FadeDist" "512"
"classname" "func_areaportalwindow"
"hammerid" "181595"
}


change to env_fog_controller:

"fogmaxdensity" "1"
"fogstart" "0"
"fogend" "1700"
"fogcolor2" "110 110 110"
"fogcolor" "110 110 110"
"fogblend" "1"
"farz" "2100"


For all func_areaportalwindow:

"FadeStartDist" "1700"
"FadeDist" "2100"


I try ent_fire in game, works fine.

Bacardi
10-20-2017, 06:54
...so you get it work or not ?

3axap
10-20-2017, 07:29
...so you get it work or not ?
Works through ent_fire, but I wanted to do it via a stripper. And I do not know how.

Maybe need a replace, like this? https://forums.alliedmods.net/showpost.php?p=1454892&postcount=10

3axap
10-20-2017, 17:32
It's Work. Bad, bat work.

modify:
{
match:
{
"classname" "env_fog_controller"
}
replace:
{
"classname" "env_fog_controller"
}
delete:
{
"classname" "env_fog_controller"
}
insert:
{
"classname" "env_fog_controller"
"angles" "0 0 0"
"farz" "600"
"fogblend" "1"
"fogcolor" "110 110 110"
"fogcolor2" "110 110 110"
"fogdir" "1 0 0"
"fogenable" "1"
"fogend" "400"
"foglerptime" "0"
"fogmaxdensity" "1"
"fogstart" "0"
"spawnflags" "0"
"targetname" "fog"
"use_angles" "0"
"ZoomFogScale" "1"
}
}

Now need areaportal..
Like this dont work

modify:
{
match:
{
"classname" "func_areaportalwindow"
}
replace:
{
"classname" "func_areaportalwindow"
"FadeStartDist" "256"
"FadeDist" "512"
}
insert:
{
"FadeStartDist" "1700"
"FadeDist" "2100"
}
}

ph
10-24-2017, 08:51
can I stop "force_suicide" on bots, with stripper ?

https://forums.alliedmods.net/showthread.php?t=302235

htcarnage
10-27-2017, 15:18
Can anyone tell me why this code seems to do nothing?


modify:
{
match:
{
"classname" "prop_physics"
"model" "models/props_c17/oildrum001.mdl"
}
replace:
{
"model" "models/props_c17/oildrum001_explosive.mdl"
}
}

sneaK
10-27-2017, 17:25
Can anyone tell me why this code seems to do nothing?


modify:
{
match:
{
"classname" "prop_physics"
"model" "models/props_c17/oildrum001.mdl"
}
replace:
{
"model" "models/props_c17/oildrum001_explosive.mdl"
}
}


Everything seems correct there... are you sure what you're matching is correct?

htcarnage
11-02-2017, 21:11
It turns out I was not using the latest snapshot. I was assuming the latest would be the one at the top of the list.

*****LESSON*****
Look at the git numbers at the end of the snapshots, the highest one (as of right now, its git127) is the most recent one. Not necessarily the first one on the list.

ZwipZwap Zapony
11-12-2017, 09:57
I'm having a single, but big, problem with using Stripper:Source for my Team Fortress 2 server. I've tried to add a large health pack above the middle control point of CP_Badlands (as a test), and if I join my server and go to spectate and look at the middle control point, sure, there's a large health pack there... but upon any kind of round reset (even from a player joining a team for the very first time on the map's current session), that health pack is removed. This is the code I'm using in cp_badlands.cfg:
add:
{
"origin" "0 0 300"
"fademindist" "-1"
"AutoMaterialize" "1"
"angles" "0 0 0"
"classname" "item_healthkit_full"
}
For this, I copied all the attributes from one of the medium health packs from a Stripper dump, removed "hammerid" and changed "origin", "angles", and "classname". Again, the large health pack does show up correctly if no round reset has occurred... but you can't even play without a round reset happening, so that's not helpful at all.
I'm using the latest(?) snapshots of Stripper:Source (the "git127" one) and of MetaMod:Source (the "1099" one), by the way.

Does anyone know why this isn't working properly?

blaquicat
11-21-2017, 12:14
Hello, im trying to remove tier 2 weapons from maps (l4d2)

Someone can give a hand?

I really dont know the classnames for this, i tried this:

modify:
{
match:
{
"weapon_selection" "weapon_autoshotgun"
}
replace:
{
"classname" "weapon_shotgun_chrome_spawn"
}
}


just for testing, and it dont work, autoshoot still spawn..

help?

edit: i get that from page 100+ somewhere there..

edit2: Ok.
after changing to "weapon_selection" "tier2_shotgun", it works..
Still, i dont know the "names" for the other weapons..

blaquicat
11-21-2017, 13:24
Okay i got it working, sorry about the double post..

This is how i did to remove all tier 2 weapons from left 4 dead 2 and replace with tier 1 weapons (for future search)

Example, replacing spawn points of tier 2 shotgun with a shotgun chrome spawn:

modify:
{
match:
{
"weapon_selection" "tier2_shotgun"
}
replace:
{
"classname" "weapon_shotgun_chrome_spawn"
}
}

Weapon selection is listed here:
https://developer.valvesoftware.com/wiki/Weapon_spawn
need to be used with "weapon_selection", this is mostly the weapons that spawn on safe rooms..

Individual weapons can be replaced using classname insted of weapon_selection, theres a list for that too:
https://developer.valvesoftware.com/wiki/List_of_L4D2_Entities

I uploaded my global_filters, i think i got it all cover..

brunoronning
12-17-2017, 08:12
Would it be possible to create a trigger through the stripper? because I did not find ways to define the size and texture of it.

sneaK
12-17-2017, 12:58
Would it be possible to create a trigger through the stripper? because I did not find ways to define the size and texture of it.

Yes, but you'll need to use an existing model in the map you're using for the 'shape'.

brunoronning
12-18-2017, 05:43
Yes, but you'll need to use an existing model in the map you're using for the 'shape'.
Could you give me an example?

sneaK
12-18-2017, 11:44
Search around for the shape and size of an existing model in the map you wish to add to. Do a stripper_dump of said map.

Example:


add:
{
"model" "*289"
"target" "teleexample"
"StartDisabled" "0"
"spawnflags" "1"
"origin" "-123 456 789"
"angles" "0 0 0"
"classname" "trigger_teleport"
}

KoMiKoZa
01-23-2018, 06:47
Okay i got it working, sorry about the double post..

This is how i did to remove all tier 2 weapons from left 4 dead 2 and replace with tier 1 weapons (for future search)

Example, replacing spawn points of tier 2 shotgun with a shotgun chrome spawn:

modify:
{
match:
{
"weapon_selection" "tier2_shotgun"
}
replace:
{
"classname" "weapon_shotgun_chrome_spawn"
}
}

Weapon selection is listed here:
https://developer.valvesoftware.com/wiki/Weapon_spawn
need to be used with "weapon_selection", this is mostly the weapons that spawn on safe rooms..

Individual weapons can be replaced using classname insted of weapon_selection, theres a list for that too:
https://developer.valvesoftware.com/wiki/List_of_L4D2_Entities

I uploaded my global_filters, i think i got it all cover..
Are you sure individual weapons get replaced? I tried your .cfg on my server and it only replaces saferoom/whitaker/finale weapon spawns (weapon_selection).

Classname doesn't seem to do anything. T2 weapons still spawn.

I tried both weapon_x and weapon_x_spawn as the "classname" parameter. Tried to replace "classname" with "weapon_spawn" = no effect.

Methinks you'll have to replace the dynamic T2s by model.

Lux
01-23-2018, 13:51
Are you sure individual weapons get replaced? I tried your .cfg on my server and it only replaces saferoom/whitaker/finale weapon spawns (weapon_selection).

Classname doesn't seem to do anything. T2 weapons still spawn.

I tried both weapon_x and weapon_x_spawn as the "classname" parameter. Tried to replace "classname" with "weapon_spawn" = no effect.

Methinks you'll have to replace the dynamic T2s by model.

You can use some of promod's stripper configs to do with you want, edit as you see fit.

https://github.com/ConfoglTeam/PrO-MoD/tree/master/cfg/cfgogl/promod/stripper

KoMiKoZa
01-24-2018, 12:54
You can use some of promod's stripper configs to do with you want, edit as you see fit.

https://github.com/ConfoglTeam/PrO-MoD/tree/master/cfg/cfgogl/promod/stripper

Thanks for the link, some of that will sure come in handy.

Although that particular global_filters.cfg from that link still won't make Stripper replace ALL the T2 with T1. "weapon_selection" is only responsible for one group of weapons (aka beginning/whitaker/finale), all the other weapon spawns you see throughout the map are something else.

I know I wrote about that in the previous post but that's the exact problem. That's why I think replacing them by model is the way to go. Might look in another configs, not sure.

Lux
01-25-2018, 13:43
Thanks for the link, some of that will sure come in handy.

Although that particular global_filters.cfg from that link still won't make Stripper replace ALL the T2 with T1. "weapon_selection" is only responsible for one group of weapons (aka beginning/whitaker/finale), all the other weapon spawns you see throughout the map are something else.

I know I wrote about that in the previous post but that's the exact problem. That's why I think replacing them by model is the way to go. Might look in another configs, not sure.

There are 3ways to find entities your looking for.

1:
https://developer.valvesoftware.com/wiki/List_of_L4D2_Entities has like 90% of entities in l4d2.

2:
Open up hammer and decompile the valve maps, //The method i use so i can actively see the entity relevant to the location
https://developer.valvesoftware.com/wiki/Decompiling_Maps
or
Open the .bsp map-file in NP++ you can look at entities there.

3:
Do a stripper dump and search for entities there.

KoMiKoZa
01-26-2018, 00:23
There are 3ways to find entities your looking for.

1:
https://developer.valvesoftware.com/wiki/List_of_L4D2_Entities has like 90% of entities in l4d2.

2:
Open up hammer and decompile the valve maps, //The method i use so i can actively see the entity relevant to the location
https://developer.valvesoftware.com/wiki/Decompiling_Maps
or
Open the .bsp map-file in NP++ you can look at entities there.

3:
Do a stripper dump and search for entities there.
Much obliged, as always. I really wanted to avoid that though, but time to get messy I guess.

I think there's no other entity that could be responsible for it and it's all tied to weapon_spawn. That's what blaquicat and I were using. But he says he got it all covered (or at least he thought so), while I, using his cfg, have it 50/50.

So now's the time to figure it out.

KoMiKoZa
01-27-2018, 11:59
Nah, in the end, it turns out that I'm just an idiot.

Blaquicat's cfg was entirely correct. I didn't exactly use his version, but I modified it, the weapons to replace. So I effed the code that way.

It replaces all weapons correctly. Apologies for all the unnecessary hassle.

ESL_Ikarus
01-29-2018, 20:30
hey,

I use Strippersource for Css.
I try to remove the "Round-End-Jail" at surf_greatriver_xdre4m or surf_fruits, surf_vegetables and much more...

Can anyone help me?
I tryed
remove:
{
"classname" "/prop_physics.*/"
"classname" "/logic_timers. */"
}

but thats not working x)

Thank you :)

diceboy
02-24-2018, 13:46
Someone can tell me how to remove pills and adrenaline in l4d2?

cravenge
02-24-2018, 19:46
[...]filter:
{
"classname" "weapon_pain_pills_spawn"
}
{
"classname" "weapon_adrenaline_spawn"
}

diceboy
02-25-2018, 06:39
filter:
{
"classname" "weapon_pain_pills_spawn"
}
{
"classname" "weapon_adrenaline_spawn"
}

Thx for reply, but I add this to the globalfilters and pils , adrenaline are preset, also i add this to the map cfg and those items are still here

KoMiKoZa
03-03-2018, 09:45
Can anyone please provide the valid classnames for CSS weapons spawns in Left4Dead2?

I've tried it like this:

modify:
{
match:
{
"classname" "weapon_rifle_desert_spawn"
}
replace:
{
"classname" "weapon_smg_mp5_spawn"
}
}
But it doesn't work (the spawn dissapears completely). I'd require all of them.

[UPD]

So all of them are:

weapon_rifle_sg552
weapon_smg_mp5
weapon_sniper_awp
weapon_sniper_scout
_spawn is added for spawns accordingly

Still not sure why Stripper doesn't replace them then.

diceboy
03-03-2018, 10:40
Can anyone please provide the valid classnames for CSS weapons spawns?

I've tried it like this:

modify:
{
match:
{
"classname" "weapon_rifle_desert_spawn"
}
replace:
{
"classname" "weapon_smg_mp5_spawn"
}
}
But it doesn't work (the spawn dissapears completely). I'd require all of them.

[UPD]

So all of them are:

weapon_rifle_sg552
weapon_smg_mp5
weapon_sniper_awp
weapon_sniper_scout
_spawn is added for spawns accordingly

Still not sure why Stripper doesn't replace them then.

https://developer.valvesoftware.com/wiki/List_of_CS:S_entities

KoMiKoZa
03-03-2018, 17:30
https://developer.valvesoftware.com/wiki/List_of_CS:S_entities
Absolutely my bad for not stating I meant those from L4D2.

eyal282
04-20-2018, 07:22
I wish to remove weapons that appear on map start in CS:GO, What happens when weapon_ssg08 appears because a player buys it? Does Stripper only act before anybody enters or will filter out plugin made entities and else?

Austin
04-22-2018, 15:26
I wish to remove weapons that appear on map start in CS:GO, What happens when weapon_ssg08 appears because a player buys it? Does Stripper only act before anybody enters or will filter out plugin made entities and else?


Stripper works on map load only,
and is done before everyone spawns.
After themap is loaded it doesn't affect anything new that happens like a weapon spawning when you buy it. You would have to write plugins for that.

Komodo3000
05-07-2018, 21:38
Hey there, i am trying to change buyzone (CS:S) so that both teams are able to use them.

I tried to change the "TeamNum" value of "func_buyzone" to "1" as explained here: https://developer.valvesoftware.com/wiki/Func_buyzone
I put the following in my global_filters.cfg:
modify:
{
match:
{
"classname" "func_buyzone"
}
replace:
{
"TeamNum" "1"
}
}

Now neither T nor CT can use the buyzone :shock: but when "TeamNum" is set to "2" or "3" it does what it should (tested on diffrent maps). I am using the latest Snapshot (1.2.2-git127) for linux.

How do i get this to work? Is there a workaround like copying the "func_buyzone" and changing the copied "func_buyzone" to the other team? And if, how do i do that?

PinHeaDi
05-09-2018, 07:09
I get that when I try to install it(Linux):
] sm_rcon meta list
Listing 6 plugins:
[01] SourceMod (1.8.0.6041) by AlliedModders LLC
[02] CS Tools (1.8.0.6041) by AlliedModders LLC
[03] SDK Tools (1.8.0.6041) by AlliedModders LLC
[04] SDK Hooks (1.8.0.6041) by AlliedModders LLC
[05] SteamWorks Extension (1.2.2) by Kyle Sanderson
[09] <FAILED>

epicwindow
05-21-2018, 14:10
stripper-1.2.2-git127-linux.tar.gz

^ try this one

http://www.bailopan.net/stripper/snapshots/1.2/

alcybery
06-13-2018, 19:01
Is there a way to convert weapon_spawn in L4D2 to physical spawn, like a dropped weapon that can be shoved away or thrown by an explosion?

Spirit_12
06-17-2018, 20:09
Is there any way to use KeyValues to dump the output into the stripper configs?

iGANGNAM
06-18-2018, 08:37
Is there any way to use KeyValues to dump the output into the stripper configs?

whats wrong with stripper_dump command?

Spirit_12
06-18-2018, 10:45
whats wrong with stripper_dump command?

I meant plugin output to dump into stripper config. Right now I got File.WriteLine native, which is pretty expensive. KeyValues would be much easier.

ZBzibing
06-28-2018, 16:25
How to turn off and turn on? This plug-in

eyal282
07-01-2018, 06:44
How do I decrease an entity's size so that its lowest point will increase but its highest point will stay?

Example: In CSGO the jump tower affects you even on ground, I want it to affect you while you jump ( otherwise it creates a bug ).

Trice
07-26-2018, 17:23
at CSS, dust2 its not work, you have no details, u can see the sky and so one...

Its there a chance to fix it, and remove the physik details from map?

jdlovins
08-03-2018, 19:12
It seems to be crashing for me on windows hosted on NFO. Anybody else having that issue?

Thanks

asherkin
08-03-2018, 19:55
It seems to be crashing for me on windows hosted on NFO. Anybody else having that issue?

Thanks

https://forums.alliedmods.net/showthread.php?t=309654

`666
08-04-2018, 18:34
1.2.2-git127 loads on windows 10 (insurgency game) but fails on ubuntu 16.04lts Anyone got it running?

leaguer4
09-12-2018, 02:08
Hey all!
Sorry I know this is an old thread, but as of recent, I have found this useful plugin for rocket jumping offline in tf2. It is used for Tempus.xyz jump servers but I prefer offline so I got in touch with one of the admins there and he gave me the link to the Stripper plugin. I installed in my tf/addons folder along with metmod and sourcemod (https://i.imgur.com/i4a7mNh.png). I was told that the original jump map (https://i.imgur.com/4DZVyNN.png) has to have a copy of the same file but with a few modified commands :;; jump_supersereious Tempus File ;;


;; filter last for sol ;;

add:
{
"Negated" "1"
"classname" "filter_tf_class"
"origin" "1228 -3314 3713"
"targetname" "possible4solly"
"tfclass" "3"
}


modify:
{
match:
{
"classname" "trigger_teleport"
"hammerid" "30599"
}
insert:
{
"filtername" "possible4solly"
}
}

in a cfg folder for it to work (https://i.imgur.com/IUCfvJG.png to https://i.imgur.com/eR4fFqX.png), so I did just so. I doesn't seem to be working, however, so I was hoping someone would be able to figure out what I might be doing wrong or if something is interfering. Feel free to reply and I can go into more detail about the installation and other factors that might be causing the issue.

asherkin
10-07-2018, 15:20
We don't support plugins on listen servers, you should install SRCDS locally.

Darkwob
10-27-2018, 18:32
me install a stripper where to find maps

Bad Cold Man
11-20-2018, 05:21
stripper-1.2.2-git127-linux.tar.gz

^ try this one

http://www.bailopan.net/stripper/snapshots/1.2/

don't work for csgo

I tried alot of snapshots but nothing works for linux csgo

Upd.: this one works fine http://www.bailopan.net/stripper/snapshots/1.2/stripper-1.2.2-git125-linux.tar.gz

diorfo
11-29-2018, 15:37
Anyone notices this plugin not working only for blood harvest maps or only me?

diorfo
12-10-2018, 15:31
is it possible spawn box of infinite pills or adrenaline (that usually have only on coop mod) on versus mod?
if yes, what is the code?

KoMiKoZa
12-14-2018, 12:00
modify:
{
match:
{
"classname" "weapon_upgradepack_explosive_spawn"
}
replace:
{
"classname" "weapon_upgradepack_incendiary_spawn"
}
}
modify:
{
match:
{
"classname" "weapon_defibrillator_spawn"
}
replace:
{
"classname" "weapon_first_aid_kit_spawn"
}
}
Not doing anything in L4D2 on a Linux server. Latest snapshot. Any ideas what to do? Can anyone suggest a stripper build where 'modify' works on their Linux servers?

Overall, Stripper seems to be working. The 'filter' command definitely does. But 'modify' doesn't do anythning.

Lux
12-15-2018, 21:07
modify:
{
match:
{
"classname" "weapon_upgradepack_explosive_spawn"
}
replace:
{
"classname" "weapon_upgradepack_incendiary_spawn"
}
}
modify:
{
match:
{
"classname" "weapon_defibrillator_spawn"
}
replace:
{
"classname" "weapon_first_aid_kit_spawn"
}
}
Not doing anything in L4D2 on a Linux server. Latest snapshot. Any ideas what to do? Can anyone suggest a stripper build where 'modify' works on their Linux servers?

Overall, Stripper seems to be working. The 'filter' command definitely does. But 'modify' doesn't do anythning.

https://developer.valvesoftware.com/wiki/Weapon_upgradepack_explosive_spawn

Flags
WeaponSpawnSingle:

1 : Enable Physics
2 : Must Exist
8 : Infinite items (overrides count)

you got set the flag must exist (2) if you want it 100% to spawn else the director will choose what items that will spawn

KoMiKoZa
12-18-2018, 18:42
https://developer.valvesoftware.com/wiki/Weapon_upgradepack_explosive_spawn
you got set the flag must exist (2) if you want it 100% to spawn else the director will choose what items that will spawn
It still doesn't work. :(
Have to use Crow's annoying item remover for now.

midnight9
12-29-2018, 06:43
Anyone notices this plugin not working only for blood harvest maps or only me?

If you havent already done so, try changing cfg file name c12m... to C12m...

KoMiKoZa
01-01-2019, 11:58
Stripper for Linux was updated to 1.2.3a by Tabbernaut. He confirms that it didn't work for some Linux users.

I found the link to Github (https://github.com/Tabbernaut/L4D2_StripperSource), but I have no idea what to do with it. How to compile everything?

https://hg.alliedmods.net/strippersource/

NanoC
01-02-2019, 14:06
i've realized that if i use stripper, some func_breakable are broken at the beginning of the round. How is that possible? (cs:go)

Bacardi
01-02-2019, 19:34
i've realized that if i use stripper, some func_breakable are broken at the beginning of the round. How is that possible? (cs:go)
If some func_breakable are broken at round start, then you have removed/edit/added something using stripper.
You can check quickly by removing both stripper configs (map and global)

NanoC
01-03-2019, 12:36
If some func_breakable are broken at round start, then you have removed/edit/added something using stripper.
You can check quickly by removing both stripper configs (map and global)

Global cfg is the default one so there is no problem with it.
I've multiple stripper cfgs. Some of there have just 4/5 lines like an "add" or "filter", and every func_breakable is broken at round start

GuStAvOS
03-03-2019, 12:24
holassss :D

how can you make them appear infected in hidden places ... infected in movement but not affecting the limit_infected...

example:
https://www.youtube.com/watch?v=2wg-PzbtDU8

Gracias de antemano...

add:
{
"classname" "prop_dynamic"
"DefaultAnim" "Idle_Upper_KNIFE"
"solid" "1"
"origin" "6889 6530 -5624"
"angles" "0 -90 0"
"model" "models/infected/boomer.mdl"
"disableshadows" "1"
}

They sent me this ... but when I put another infected one, it stays still ...

thankyou...

blaquicat
03-24-2019, 12:45
Are you sure individual weapons get replaced? I tried your .cfg on my server and it only replaces saferoom/whitaker/finale weapon spawns (weapon_selection).

Classname doesn't seem to do anything. T2 weapons still spawn.

I tried both weapon_x and weapon_x_spawn as the "classname" parameter. Tried to replace "classname" with "weapon_spawn" = no effect.

Methinks you'll have to replace the dynamic T2s by model.

Sorry if im bit late..

You have to replace both, individual weapons and safe room spawn points, as some of those are like "any t2 shotgun, or any rifle, and such"

https://pastebin.com/0vr8yQ0a

Mine updated versions, works and remove all t2 and t3 weapons for all vanila map.
Im trying to replace molo for pipes also, but didnt work on all molos..

JLmelenchon
04-18-2019, 12:32
Anyone know the name of the enity who put an invisible wall for survivors but infecteds cans still go through it ? (left 4 dead 2)

Godzilla
05-03-2019, 19:45
Stripper Does not work for me at all

blaquicat
05-08-2019, 09:45
Anyone know the name of the enity who put an invisible wall for survivors but infecteds cans still go through it ? (left 4 dead 2)
Hi, the next thing i want to do is that, few place where i want to put something to block players, some glitch spots, and such..
Gonna try that today, later..
I feedback here after i tested those stuff.

Stripper Does not work for me at all
Didnt worked for me either, i had to download a snapshot version, the lasted one, then it worked.

Lamiiku
06-20-2019, 00:57
Is it possible to configure a Stripper:Source config to affect multiple maps at once using wildcards or something of the like? I want to write a config that will affect maps with a certain prefix, but not maps without the prefix.

dimok
06-20-2019, 14:05
Здравствуйте, кто знает как создать свою модель с текстурами на карте, я попробовал у меня получилось только вывести модель но она без текстур (черно розовые квадратики по всей модели)
вот код который я сделал но если я прописываю "resources" то сервер уходит в краш при включении, что я делаю не так подскажите пожалуйста??

add:
{
"origin" "1106.879028 510.636047 2.759781"
"angles" "361.474884 112.567062 0.000000"
"model" "models/props/static/fcv01/fcv_police/fcv_police.mdl"
"solid" "6"
"classname" "prop_dynamic_override"
}

"resources"
{
"materials\props\static\fcv01\fcv_police\fcv_p olice_lapd1.vmt" "file"
"materials\props\static\fcv01\fcv_police\fcv_p olice_lapd1.vtf" "file"
"models\props\static\fcv01\fcv_police\fcv_poli ce.mdl" "file"
"models\props\static\fcv01\fcv_police\fcv_poli ce.phy" "file"
"models\props\static\fcv01\fcv_police\fcv_poli ce.dx80.vtx" "file"
"models\props\static\fcv01\fcv_police\fcv_poli ce.dx90.vtx" "file"
"models\props\static\fcv01\fcv_police\fcv_poli ce.sw.vtx" "file"
"models\props\static\fcv01\fcv_police\fcv_poli ce.vvd" "file"
}

amirhripper
07-24-2019, 14:29
hey guys
i have a problem
there is mani fog every where
into the duts2 counter strike source
can u guys help me?
i need plugin or somthing

larrybrains
08-23-2019, 20:05
I have a question about creating invisible player blocking entities, such as env_physics_blocker. Here is an example of one added by Promod in L4D2.

add:
; --- block climbing truck/bus through various methods for shortcut
{
; invisible block above white truck 1
"origin" "4464 7269 -444"
"angles" "0 15 0"
"mins" "-56 -115 -204"
"boxmins" "-56 -115 -204"
"maxs" "56 115 204"
"boxmaxs" "56 115 204"
"initialstate" "1"
"BlockType" "1"
"classname" "env_physics_blocker"
}

Are there any console commands or even a temporary input value that could be set to make the block visible so that I can visually check its size and position in game and then make adjustments?

larrybrains
12-22-2019, 14:45
Sir recently added some infected ladders to the L4D2 Zonemod config via Stripper and I wanted to add a few of my own, but I am not sure how this works:

; -- Add Infected ladder to the right of the starting building, allowing infected to setup on the right building easily.
{
"model" "*117"
"normal.z" "0.00"
"normal.y" "1.00"
"normal.x" "0.00"
"team" "2"
"classname" "func_simpleladder"
"origin" "-5197.22 631.03 -139.94"
"angles" "0.00 0.00 0.00"
}

Is the "model" "*117" the brush number that the ladder is attached to?

Is the * a regular expression for matching or is it something else?

worMatty
12-29-2019, 08:36
Hello, all. Sorry if this has already been posted. The latest version of Stripper 1.2.2 for Linux that can be downloaded from Bailopan's Stripper:Source site doesn't have some .so files needed for games like TF2. I downloaded a snapshot of 1.2.2 git129 and that had the file(s) I needed.

rtokuda
12-29-2019, 12:09
How could you create a panic event using a stripper?

headingWest
01-01-2020, 17:06
The latest version of Stripper doesn't seem to work at all in L4D2 (stripper-1.2.2-git129 as of 05.11.19).
It doesn't show up in plugins list and console says there's no such command as "stripper_dump", so I would assume plugin just refuses to load.
Does anyone have an idea why and how to fix it? Thanks in advance.

Upd: nevermind, I've just realized all that time I was trying to load Windows version on Linux xD. Leaving it here for all those who's done the same mistake as I did :)

blaquicat
01-05-2020, 19:03
Still working for me..
https://imgur.com/5JUFPMS

Striper 1.2.2
Metamod 1.10.4
SM 1.8.0.6015

Accelerator74
03-05-2020, 10:40
Sometimes map configs do not load if the case does not match.
For example, on the l4d2 game server, the campaign "c12" can be loaded either with a capital letter or with a small letter, i.e C12m1_hilltop and sometimes c12m1_hilltop. This applies to the rest of the campaign maps. After changing levels, a capital letter can go lowercase. And it absolutely does not depend on plugins, etc., just for some reason the server loads it like that, although the map bsp file is also written with a small letter. As a result, on a Linux system, you have to create two identical configuration files for one map with the same contents, which is not good. I met such a problem in other games, specifically in cs go.

Could you add to the code (https://github.com/alliedmodders/stripper-source/blob/92718e9f6aec0b3ba18842081102b0b5e2a2a91b/gameshim/stripper_mm.cpp#L291) so that maps configs are loaded with a small letter always for all symbols map name?

Lux
03-05-2020, 16:36
Sometimes map configs do not load if the case does not match.
For example, on the l4d2 game server, the campaign "c12" can be loaded either with a capital letter or with a small letter, i.e C12m1_hilltop and sometimes c12m1_hilltop. This applies to the rest of the campaign maps. After changing levels, a capital letter can go lowercase. And it absolutely does not depend on plugins, etc., just for some reason the server loads it like that, although the map bsp file is also written with a small letter. As a result, on a Linux system, you have to create two identical configuration files for one map with the same contents, which is not good. I met such a problem in other games, specifically in cs go.

Could you add to the code (https://github.com/alliedmodders/stripper-source/blob/92718e9f6aec0b3ba18842081102b0b5e2a2a91b/gameshim/stripper_mm.cpp#L291) so that maps configs are loaded with a small letter always for all symbols map name?

I notice this happens when calling the campaign voting method.
I guess you can fix it by correcting mission.txt file with lower case.

"coop"
{
"1"
{
"Map" "C12m1_hilltop"
"DisplayName" "#L4D360UI_LevelName_COOP_C12M1"
"Image" "maps/C12m1_hilltop"
}

"2"
{
"Map" "C12m2_traintunnel"
"DisplayName" "#L4D360UI_LevelName_COOP_C12M2"
"Image" "maps/C12m2_traintunnel"
}

"3"
{
"Map" "C12m3_bridge"
"DisplayName" "#L4D360UI_LevelName_COOP_C12M3"
"Image" "maps/C12m3_bridge"
}

"4"
{
"Map" "C12m4_barn"
"DisplayName" "#L4D360UI_LevelName_COOP_C12M4"
"Image" "maps/C12m4_barn"
}

"5"
{
"Map" "C12m5_cornfield"
"DisplayName" "#L4D360UI_LevelName_COOP_C12M5"
"Image" "maps/C12m5_cornfield"
}
}

Accelerator74
03-06-2020, 00:20
Hosting does not provide access to the left4dead2_dlc3 directory. And it’s not a good idea to change the original files for me =\

Lux
03-06-2020, 05:11
Hosting does not provide access to the left4dead2_dlc3 directory. And itís not a good idea to change the original files for me =\

Time for a new host xD

altho this should do the job
[L4D & L4D2] Mission and Weapons - Info Editor (1.3) [25-Feb-2020] (https://forums.alliedmods.net/showthread.php?p=2614626)

Accelerator74
03-06-2020, 05:17
I compiled stripper for myself with the proposed fix (https://github.com/alliedmodders/stripper-source/pull/15), maybe it will be accepted in the main thread on github :)

ImACow
03-08-2020, 06:53
Can stripper do hammerid's?


filter:
{
"hammerid" "575"
}

3axap
03-19-2020, 07:35
After adding outputs (connection section) to any "classname" "prop_physics_multiplayer" object, game it is deleted from the world. Is this a game or does the stripper not work?

This is work

add:
{
"classname" "prop_physics_multiplayer"
"spawnflags" "12289"
"skin" "0"
"shadowdepthnocache" "0"
"shadowcastdist" "0"
"rendermode" "0"
"renderfx" "0"
"rendercolor" "255 255 255"
"renderamt" "255"
"pressuredelay" "0"
"physicsmode" "0"
"physdamagescale" "0.1"
"PerformanceMode" "0"
"nodamageforces" "0"
"model" "models/props_junk/watermelon01.mdl"
"minhealthdmg" "0"
"mingpulevel" "0"
"mincpulevel" "0"
"maxgpulevel" "0"
"maxcpulevel" "0"
"massScale" "0"
"inertiaScale" "1.0"
"forcetoenablemotion" "0"
"fadescale" "1"
"fademindist" "2773"
"fademaxdist" "2867"
"ExploitableByPlayer" "0"
"ExplodeRadius" "0"
"ExplodeDamage" "0"
"drawinfastreflection" "0"
"disableX360" "0"
"disableshadows" "0"
"disableshadowdepth" "0"
"disablereceiveshadows" "0"
"disableflashlight" "0"
"Damagetype" "0"
"damagetoenablemotion" "0"
"body" "0"
"angles" "0 45 0"
"origin" "704 2314.97 10"
}


This is not work

add:
{
"classname" "prop_physics_multiplayer"
"spawnflags" "12289"
"skin" "0"
"shadowdepthnocache" "0"
"shadowcastdist" "0"
"rendermode" "0"
"renderfx" "0"
"rendercolor" "255 255 255"
"renderamt" "255"
"pressuredelay" "0"
"physicsmode" "0"
"physdamagescale" "0.1"
"PerformanceMode" "0"
"nodamageforces" "0"
"model" "models/props_junk/watermelon01.mdl"
"minhealthdmg" "0"
"mingpulevel" "0"
"mincpulevel" "0"
"maxgpulevel" "0"
"maxcpulevel" "0"
"massScale" "0"
"inertiaScale" "1.0"
"forcetoenablemotion" "0"
"fadescale" "1"
"fademindist" "2773"
"fademaxdist" "2867"
"ExploitableByPlayer" "0"
"ExplodeRadius" "0"
"ExplodeDamage" "0"
"drawinfastreflection" "0"
"disableX360" "0"
"disableshadows" "0"
"disableshadowdepth" "0"
"disablereceiveshadows" "0"
"disableflashlight" "0"
"Damagetype" "0"
"damagetoenablemotion" "0"
"body" "0"
"angles" "0 45 0"
connections
{
}
"origin" "704 2314.97 10"
}

Some one can help me? :)

Thank you!

3axap
04-20-2020, 16:28
Any body? ) Connections dont work on prop_dynamic same :/, in css, in csgo. Some one can halp me?

eyal282
05-23-2020, 16:10
IDK why but map specific changes never work but global_filters always work.

vikingo12
05-23-2020, 16:25
How do I replace hunting rifle with sniper scout?When in game,scout nowhere to be found:cry:

Gurrth
05-24-2020, 19:12
What text do I put to change the flags of an entity?

Say, I want to change the flag "damage activates" on a func_button to true?

Alienmario
05-30-2020, 12:38
What text do I put to change the flags of an entity?

Say, I want to change the flag "damage activates" on a func_button to true?

"spawnflags" is the property. You can get the value to set from hammer after you turn smart edit off.