AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Plugins (https://forums.alliedmods.net/forumdisplay.php?f=108)
-   -   [L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024) (https://forums.alliedmods.net/showthread.php?t=302140)

Psyk0tik 06-20-2018 03:51

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Only Tank bots get affected. Human-controlled Tanks stay normal so that they aren't too OP.



If enough people want a feature to let human-controlled Tanks be super tanks I can add it in the next update.

Mi.Cura 06-20-2018 09:42

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Hello Crasher, can help me please,

I have a question regarding the setup of playercount_configs:

Count bots?
0.cfg ???

This setting can be done this way, this works:
I did not understand what 0.cfg is, it is when there is 1 player alone.

playercount_configs, for exemple: this works ?

0.cfg:
stacid_extrahealth "1000"
stammo_extrahealth "1000"
stblind_extrahealth "1000"
stbomb_extrahealth "1000"
stbomb_fireimmunity "1000"

1.cfg:
stacid_extrahealth "2000"
stammo_extrahealth "2000"
stblind_extrahealth "2000"
stbomb_extrahealth "2000"
stbomb_fireimmunity "2000"

3.cfg:
stacid_extrahealth "2000"
stammo_extrahealth "1000"
stblind_extrahealth "2000"
stbomb_extrahealth "1000"
stbomb_fireimmunity "1000"

3.cfg:
stacid_extrahealth "3000"
stammo_extrahealth "2000"
stblind_extrahealth "3000"
stbomb_extrahealth "3000"
stbomb_fireimmunity "2000"

Psyk0tik 06-20-2018 16:37

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Each number represents the amount of players. If the server is empty and you have bots running through the maps on their own, then 0.cfg is executed. If not, then start with 1.cfg.

Mi.Cura 06-20-2018 17:17

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Quote:

Originally Posted by Crasher_3637 (Post 2598253)
Each number represents the amount of players. If the server is empty and you have bots running through the maps on their own, then 0.cfg is executed. If not, then start with 1.cfg.



Okay, so I should always consider the bots count. Right?

Psyk0tik 06-20-2018 17:25

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Quote:

Originally Posted by Mi.Cura (Post 2598267)
Okay, so I should always consider the bots count. Right?

No. What I'm saying is this:

0 human players = exec 0.cfg
1 human players = exec 1.cfg
2 human players = exec 2.cfg

So your 0.cfg settings should be in 1.cfg if you only want those settings for 1 human player on the server. Bots are "Fake clients" so they're not counted.

Mi.Cura 06-20-2018 17:38

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Quote:

Originally Posted by Crasher_3637 (Post 2598269)
No. What I'm saying is this:

0 human players = exec 0.cfg
1 human players = exec 1.cfg
2 human players = exec 2.cfg

So your 0.cfg settings should be in 1.cfg if you only want those settings for 1 human player on the server. Bots are "Fake clients" so they're not counted.

I got it. :)

Mi.Cura 06-20-2018 19:47

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
Hello Crasher, I'm sorry but I'm going to ask for your help again.

I was testing the HP configuration of the tanks by the number of players.
I was playing alone, okay?

But something strange happens.

I practically apply 1,000 ha per player, right.

A Tank (normal spaw) with 7150 HP, ok

Then I did a spaw as an admin, a TANK to test, some get 17,500 hp, others appear with 31,000 hp.
I was playing alone.

You could help me find what might be wrong.

playercount_configs, for exemple

1.cfg:
stacid_extrahealth "1000"
stammo_extrahealth "1000"
stblind_extrahealth "1000"
stbomb_extrahealth "1000"
stbomb_fireimmunity "1000"

2.cfg:
stacid_extrahealth "2000"
stammo_extrahealth "2000"
stblind_extrahealth "2000"
stbomb_extrahealth "2000"
stbomb_fireimmunity "2000"

Note: I deactivated the configuration of the other plugin I used to add the HP because of difficulty for the tanks. (difficulty_adjustment_system)
In the super_tanks ++.cfg file, I left the extrahealth "0"

In another test, I played alone, until spaw at least 3 TANKS. Even with setup, easy. (Playing alone)

The TANKS have different HP, for example:

11,552 HP, another with 10550, and another with 13652.

Not respecting the configuration.

IF I'm not mistaken the HP of a TANK is 4,000 normal

Psyk0tik 06-20-2018 23:31

Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
 
I'll check it out. Also, for the fireimmunity cvars, just use 1 or 0. It's like an on/off switch for fire immunity, so change stbomb_fireimmunity "2000" to just "1".



Edit: I tested with those settings and all the Tanks seem to be spawning with the right HPs. The only time they got weird HPs is when I set _extrahealth to anything above 99999. The limit is 99999 so if you set it to 100,000 then the Tank's HP would be bugged.

Psyk0tik 06-20-2018 23:59

Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
 
Released v8.5 today.

View the CHANGELOG for details.

emsit 06-21-2018 01:59

Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
 
Hi, is this a bug known or is it just about me?
After Tanka's death, I still have a stone and a tire. After about 10 seconds they will disappear.

I use the version 8.5

https://thumb.ibb.co/jArrh8/20180621075353_1.jpg https://thumb.ibb.co/jtsLaT/20180621075406_1.jpg https://thumb.ibb.co/iYpcN8/20180621075416_1.jpg


All times are GMT -4. The time now is 21:55.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.