[L4D2] Helms Deep Sourcemod Enabler
Description:
Allows for the running of the helms deep reborn map on a sourcemod server and responds to built in commands Installation: put l4d2_helmsdeep.smx into /addons/sourcemod/plugins Credits: everyone who helped me in the sourcemod discord server The author of the map placed code inside the .vpk in a .nut file with the following code that would check if sourcemod was running and kick everyone who tried to join Code:
if ( !HelmsServerInfo.checked_plugins ) Updates: Now has better map detection (by request) Psyk0tik (discord) has improved the donator command Now it is menu driven to get the item you want Has the cvar to enable or disable the donator menu Updated Syntax (by request) Now has spawn limits to prevent spamming |
Re: [L4D2] Helms Deep Sourcemod Enabler
I wasn't aware this was even an issue. Great job!
The authors of this map probably didn't want SM to conflict with the vscripts they use for the map. |
Re: [L4D2] Helms Deep Sourcemod Enabler
Update syntax!
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Re: [L4D2] Helms Deep Sourcemod Enabler
the sourcecode is provided so if you want to modify it please do
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Re: [L4D2] Helms Deep Sourcemod Enabler
Good job, the alternative method I was telling people to hex edit and replace the code with spaces.
Mix of old and new syntax :grrr: and remove the .SMX it's not required since the plugin compiles on the forum when you click 'Get Plugin'). and what's this about? PHP Code:
Right now ANYONE can join and type !donator to be given items, as many times as they want. Please keep this off the public release since it's totally unrelated to what this plugin is doing. You don't need to CreateEntity to give the items, just use the function GivePlayerItem. |
Re: [L4D2] Helms Deep Sourcemod Enabler
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THAT is probably one of the reasons why the authors don't want SM to run with the map. They won't get anymore donations if people just use SM to give players all the custom melee weapons when they type "!donator"! I can see why this guy used a command listener for it. xD |
Re: [L4D2] Helms Deep Sourcemod Enabler
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Re: [L4D2] Helms Deep Sourcemod Enabler
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Extract contents from VPK into a folder using GCFScape, delete .nut file, click and drag folder onto vpk.exe file in like, steamapps/common/Team Fortress 2/bin, done. VPK.exe generates a new VPK file of the map and whatever else, minus the .nut. Or, better yet, modify the .nut to make it harmless. I doubt the map requires the files existence to run. I'm not sure what a .nut file is either, nor am I sure how it would even get initialized (unless there's some entity in the map that calls it somehow?), but it sounds fairly easy to remove the damn thing outright. |
Re: [L4D2] Helms Deep Sourcemod Enabler
@404UNF
if you modify a VPK file on the server the clients version will MISMATCH just a heads up yes you could modify the VPK to not include the NUT file but you would have to redistribute the new VPK to your clients in L4D2 when a server sends content to clients when they join (ie VPK) they would need to restart the client for the new VPK to be "mounted" and also it would conflict with the steam workshop version that the client has subscribed to in this case... helms deep reborn and on top of all this.... there is a client cvar cl_downloadfilter "none" which would prevent clients from even downloading your new VPK |
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Also "Name" & "Version" checking is only done for matchmaking from what i'v noticed. Quote:
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Re: [L4D2] Helms Deep Sourcemod Enabler
Just to be clear here, you can modify VPK files for your server and it will carry over to clients, even if they have different versions, as long as you turn off sv_consistency. As Lux said, all vscripts are server-sided, so a client can have script.nut that has different content from your server's script.nut and the server would just use its own version.
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Re: [L4D2] Helms Deep Sourcemod Enabler
I personally removed all of the authors .nut files associated with non-scripted events and recompiled; there are multiple instances of checking for sourcemod and metamod, and while this plugin will let you play, it doesn't prevent all instances of the scripts detecting and disabling certain aspects of the map that are just otherwise incompatible with sm/mm
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