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-   -   [l4d2] Save Weapon (Co-op) (https://forums.alliedmods.net/showthread.php?t=263860)

maks 06-03-2015 14:18

[l4d2] Save Weapon (Co-op)
 
1 Attachment(s)
Fixed bug with saving weapons in l4d2 coop if more than 4 players

Requirements:

Left 4 Dead 2 coop 4+ players
Metamod: Source/SourceMM (Latest Version)
SourceMod: 1.10 - 1.12

Update:
20.03.2016 _ v3.7.6
17.07.2016 _ v3.7.7
01.01.2017 _ v3.7.8
06.08.2017 _ v4.2
19.02.2018 _ v4.3
08.04.2020 _ v4.6
03.10.2020 _ v4.7 (The Last Stand)
08.10.2020 _ v4.9
11.10.2020 _ v4.10
9.01.2021 _ v4.12 (Fix Precache Model)
6.08.2022 _ v4.15
13.08.2022 _ v4.16 (fix v4.15)

github

Munch 06-03-2015 15:54

Re: [l4d2] Save Weapon (Co-op)
 
Discription is a bit vague

Does this plugin save your weapons between map rounds or campaign games.

maks 06-07-2015 09:54

Re: [l4d2] Save Weapon (Co-op)
 
Caches are required for the server texture.
Correctly saves the weapon when entering the asylum at the end of the round.

DeathChaos25 06-12-2015 21:13

Re: [l4d2] Save Weapon (Co-op)
 
If I'm right and understood the source, it works like this.

When players reach the saferoom, there is a glitch with 4+ players when transitioning their weapons to the next level.

The players who are player 5 and on, will either have nothing, or will have whatever their "original" survivor had instead.

Example, you have a 6 player game with 2 Nicks.

Nick 1 is the original, and Nick 2 is the extra player.

When the next chapter starts, Nick 2 loses all of his weapons and will either have nothing or whatever Nick 1 had instead.

This plugin looks like it wants to remedy that.

psycki 06-25-2015 07:24

Re: [l4d2] Save Weapon (Co-op)
 
one report in log
Code:

L 06/25/2015 - 07:37:36: [l4d2_ty_saveweapon_3.0.smx] m_ModelName(models/v_models/v_knife_t.mdl)
L 06/25/2015 - 07:37:36: [l4d2_ty_saveweapon_3.0.smx] ___________


maks 06-27-2015 11:10

Re: [l4d2] Save Weapon (Co-op)
 
Updated

Electr000999 08-22-2015 10:51

Re: [l4d2] Save Weapon (Co-op)
 
1 Attachment(s)
why you clear health? and not restored to old values after map changed:
Code:

TyFakeCHEAT(client, "give", "health");
SetEntProp(client, Prop_Send, "m_currentReviveCount", 0);
SetEntProp(client, Prop_Send, "m_isGoingToDie", 0);
SetEntProp(client, Prop_Send, "m_iHealth", 71);

and why you don't save ammo count.

i am put fixed source:
  • Added ammo saving
  • Fixed syntax errors with using transitional syntax.
  • Optimised melee saving. now without comparing the model name.
  • Included beta fix from Maks (Long connect fix)
  • Added saving health if player incaped and used plugin logic.

edit1:
  • deleted set clip info after give default info, because after give command we have ammo by default.
  • I corrected the black hole in the logic ammo saving.
edit2:
  • disabled event spawn hook.
  • now the data about the weapons stored in the one array, instead of the four variables.
edit3:
  • now the data about the weapons classes stored in the one string array, instead of the four string variables.
edit4:
  • this is stable version without lost weapons.
  • now spectators not lose their weapons
  • add forwards pre save / after load client weapons
  • changed 2nd detection melee code.

maks 09-05-2015 06:15

Re: [l4d2] Save Weapon (Co-op)
 
Updated

bazrael 11-06-2015 06:19

Re: [l4d2] Save Weapon (Co-op)
 
PHP Code:

[SMListing 1 convars for: l4d2_ty_saveweapon
  
[Name]                           [Value]
  
l4d2_ty_noob                     1 

What does this cvar do?

-EDIT-
Why Save Weapon plugin probably still happen a situation that can't save weapon? When does this happen?

maks 11-06-2015 10:28

Re: [l4d2] Save Weapon (Co-op)
 
l4d2_ty_noob 1 gives the player weapon smg_silenced


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