[L4D2] Sky (comp. config), that adds only the additional events to camapigns?
(Note: This is not to be confused with Sky RPG which seems to be an entirely different thing altogether)
I've noticed some other servers are running this plugin where it has adds additional events to campaigns, like Scavenge events to parts where there clearly weren't before, or additional horde events. I think I have managed to track this down to Sky, which is a "competitive configuration for Left 4 Dead 2". The list of changes and additions to the campaign levels are detailed on the GitHub page, and they seem to match up to the stuff I have seen. https://github.com/Attano/Sky I'd like to try adding this just to see all the changes in the campaigns, but there seems to be a few problems right away:
Is it possible that someone can release a version of this plugin that only contains the additional events to campaigns as well as the random weather? In other words strip out the ProMod requirement, and any competitive gameplay changes, in order to make a "Casual version" that can be played in Coop servers. Or if there is no one that can do it, can someone at least provide instructions on how one can do these themselves. The closest other thread I could find on the matter is this other person here asking how one adds their own scavenge events like so: https://forums.alliedmods.net/showthread.php?t=320624 Lux, the person replying, said they are using a modified version of this plugin that from the sound of seems to be exactly the things I described above, but the link they provided to it has also since turned into a 404. |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
You mainly just need Stripper to use the Sky configs. The only plugin really required for these configs is Silvers’ Plane Crash plugin. I modified the configs myself to only use the custom events and completely removed all the competitive balances/fixes.
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Stripper is enough, most things will work, except some stuff that uses a plugin like "add_canister_points" and "plane crash" (already mentioned by Crasher). Also, there are some events that use plugins to detect if someone is holding a specific item, but you can adapt it all in the stripper. (like the train event or the pipe bomb on dark carnival)
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Hi, I have problems with Sky's stripper's C12m2_traintunnel event, how can I fix it?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
I "fixed" a long time ago, you can try setting this part here
Actually I just ended up adding: Code:
"OnTimeUp" "sky_train_button,Unlock" PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
hi, mmm i think i had a little bug, now i can't remove the lever
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Hi, ProAxel CHEERS!! nice finding
This is the last fork for Promod I think: https://github.com/SirPlease/L4D2-Competitive-Rework But maybe ProdigySim could tell us better which is the last branch, With this we shall enhance the cooperativeness in this game :D!! BW! |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
he wants the sky events, L4D2 Competitive Rework has some stuff from the sky stripper but doesn't have most of the extra events.
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I think is this one: https://github.com/Attano/Sky/blob/m...stomization.sp |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
hi, mm i don't use that plugin, just add the skymaps stripper. just replace this with this
{ "classname" "func_button_timed" "targetname" "sky_train_lever_button" "origin" "-8090 -6552 5" "spawnflags" "1025" "StartDisabled" "0" "use_string" "Grab train lever!" "use_sub_string" "Grab train lever!" "use_time" "1.5" "OnPressed" "!Zoey,speakresponseconcept,PlayerAlertGiveIt em,0,-1" "OnTimeUp" "sky_propane_spawn,ForceSpawn,,0,-1" "OnTimeUp" "sky_train_breakable_propanetank,addhealth,99 999,0.1,-1" "OnTimeUp" "sky_pickup_sound,PlaySound,,0,-1" "OnTimeUp" "sky_train_button_model_b,startglowing,,0 ,-1" "OnTimeUp" "sky_train_button_model_a,stopglowing,,0. 3,-1" "OnTimeUp" "!activator,addoutput,targetname player_owner,0,-1" "OnTimeUp" "sky_train_button_model_a,SetParent,player_ow ner,0.1,-1" "OnTimeUp" "sky_train_button_model_a,SetParentAttachment ,medkit,0.2,-1" "OnTimeUp" "sky_train_lever_button_second,unlock" "OnTimeUp" "sky_instructor_hint,EndHint,,0,-1" "OnTimeUp" "sky_instructor_hint,Kill,,0.1,-1" "OnTimeUp" "sky_instructor_hint_second,ShowHint,,0.2 ,-1" "OnTimeUp" "sky_train_button,Unlock" "OnTimeUp" "!self,Kill,,1,-1" } { "classname" "func_button_timed" "targetname" "sky_train_lever_button" "origin" "-7590 -6552 5" "spawnflags" "1025" "StartDisabled" "0" "use_string" "Grab train lever!" "use_sub_string" "Grab train lever!" "use_time" "1.5" "OnPressed" "!Zoey,speakresponseconcept,PlayerAlertGiveIt em,0,-1" "OnTimeUp" "sky_propane_spawn,ForceSpawn,,0,-1" "OnTimeUp" "sky_train_breakable_propanetank,addhealth,99 999,0.1,-1" "OnTimeUp" "sky_pickup_sound,PlaySound,,0,-1" "OnTimeUp" "sky_train_button_model_b,startglowing,,0 ,-1" "OnTimeUp" "sky_train_button_model_a,stopglowing,,0. 3,-1" "OnTimeUp" "!activator,addoutput,targetname player_owner,0,-1" "OnTimeUp" "sky_train_button_model_a,SetParent,player_ow ner,0.1,-1" "OnTimeUp" "sky_train_button_model_a,SetParentAttachment ,medkit,0.2,-1" "OnTimeUp" "sky_train_lever_button_second,unlock" "OnTimeUp" "sky_instructor_hint,EndHint,,0,-1" "OnTimeUp" "sky_instructor_hint,Kill,,0.1,-1" "OnTimeUp" "sky_instructor_hint_second,ShowHint,,0.2 ,-1" "OnTimeUp" "!self,Kill,,1,-1" } |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
So I've tried this on live gameplay for a few weeks now and after many tweaks to the configuration, I think it's in a mostly good spot. There are a few problems I listed below and how I fixed them. There are some problems I've been unable to fix, I've listed at the bottom. If any of you know how to fix these it would be greatly appreciated if you shared how.
All maps Deleted everything that involves replacing Hunting Rifle spawns or nerfing weapon spawns in general. Blood Harvest Map 2 Survivors must pick up a lever from a train car and place it on a different train. As mentioned earlier putting the lever on the train car doesn't work, and thus the survivors cannot advance Fix: See Martt's reply above, thank you! Dark Carnival Map 3 A similar situation occurs, survivors are tasked with picking up a bomb and using it to blow open a wall at the exit of the tunnel. Setting the bomb on the wall doesn't work, thus survivors cannot advance. Fix: I applied a similar fix to what Martt mentioned earlier; Add the entry Code:
"OnTimeUp" "sky_button_01,Unlock" PHP Code:
(Question: Were these two events broken without this fix because they relied on something else, maybe ProMod? Or is there some other plugin that is missing?) Dead Center Map 4: A tank appears as soon as the elevator opens at the bottom floor, then suicides shortly afterward. Examination shows that this tank spawns back at the corridor just outside the safe room. Apparently the AI can't figure out how to get out of there fast enough before it suicides from not seeing any survivors. Fix: I moved the spawn location somewhere else by changing the "origin" attribute to a place where the AI won't suicide due to not seeing a survivor. In the example below I set it to the very top floor behind the railing that Jimmy's banner is mounted on. The AI still takes a bit of time finding its way down to the bottom floor and will occasionally stop to throw rocks a few times before doing so. This in itself is good as it still gives the survivors time to ready themselves. If you're in a coop only game and still want this tank spawn, then replace the section with this one below. If you don't want the tank at all, then just delete this entire section. PHP Code:
a plywood is blocking the ladder up in the safe room at the end of the level. https://i.imgur.com/QuW3nQO.png Fix: Delete the following PHP Code:
Map 5 of The Parish: This was not documented on the GitHub page. When survivors first interact with the radio, before the bridge is even lowered, a tank spawns on the raised part of the bridge, then suicides shortly afterward probably due to lack of sight on survivors. Why would anyone want to fight a tank before the bridge is even lowered? I don't know anything about competitive L4D, Is this some competitive thing that I don't know about? Fix: I changed the trigger for the tank to spawn from the radio to the actual switch that lowers the bridge. I then set the delay it waits until spawning the tank to 29 seconds, this allows the bridge to lower first. I also changed the spawn location ("origin") to atop one of the semi trucks, this should be far enough to allow survivors to prepare but still allow the tank to see the survivors and thus not suicide. If you're in a Coop only game and still want this tank spawn, then replace that section with this one below. If you don't want this tank, then delete this section. PHP Code:
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No Mercy Map 3: The config disables opening the warehouse shortcut door. Fix: If you still want this, delete the following PHP Code:
Dead Air Map 4: This was not documented on the Github page, the metal detector that triggers the endless horde event was disabled. Fix: Thankfully this was clearly labelled. If you still want this event, you can simply delete this: PHP Code:
Death Toll Map 3 The church event is skipped completely in favor of a new event where survivors blow up a gate into the church and hold out until the fire subsides. If you still want the original event, delete the following: PHP Code:
Since there is still the church event, you may want to adjust the time in the following line in "sky_oxygentank_path2" for the sake of game balance: HTML Code:
"OnPass" "sky_oxygentank_path_relay_b,Trigger,,65,-1" Also, delete the following line in "sky_toll_horde_relay": HTML Code:
"OnTrigger" "@director,BeginScript,sky_events_c10m3_ranchhouse_front.nut,105,-1" You should also delete the following if you do not have ProMod: PHP Code:
Maps with added Scavenge events Dark Carnival Map 2, Swamp Fever Map 1, Hard Rain Map 2, Death Toll Map 2, Death Air Map 4 On these maps, I found that a logic_auto entity is setting convars so that fires from molotovs and gas cans are heavilly nerfed, in that they only last 2.5 sec and their range is significantly shorter. Fix: In each of these maps' cfgs, delete the following lines from the logic_auto entry. PHP Code:
============================================= ================ Unsolved Problems: Map 4 of Blood Harvest: Quote:
I have zero knowledge how these scripted sequences work, so I have no clue on how to fix. Perhaps there is a way to force the explosion to happen shortly after the tank spawn is triggered? Then it's just a matter of making sure the AI tank actually flies to where the survivors triggered it. The Parish Map 3: Quote:
https://i.imgur.com/2l54Ei6.png I'm unable to determine what is causing this issue. I can't find any entry or comment in the cfg that suggests what may be causing this. The closest lead I have is that deleting everything in the section labelled "Sky.cfg by: Electrik, JaneDoe, Visor, vintik" seems to stop this from happening, but that also deletes the exploding barrels event as well. But it's reason to believe the cause is somewhere in that section. Dead Center Map 3: The config seems to be forcing the map to spawn with the lower route with the emergency exit doors. I tried deleting various parts with the goal of returning it to default behavior of randomly picking between that route and the route where you shoot out the glass in the toy store, but I always seemed to get broken results with whatever I tried deleting; examples include both routes ending up blocked, or the lower route is open but the emergency exit doors are locked. Deleting the "All Changes" section seems to return it, but I do like the harder escalator placement just before the safe room and doing that gets rid of that too. |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Some events are hard-coded and plugin-dependent like this one:
https://github.com/Attano/Sky/blob/m...stomization.sp If you search for "iComplexEventID" you will find both maps mentioned above that had to add the "unlock" line. The rest I didn't read, too much information. |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Here is my work, it was one of my first coca events, I created it based on the sky event c8m4_interior :3 PHP Code:
The event works fine, but I have a little problem in this section: PHP Code:
If anyone knows how to solve this, do not hesitate to reply to this thread. |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Second, Have you encountered any issues with the starting safe room door having an invisible wall on some maps? |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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This specific one was taken from c2m2_fairgrounds: PHP Code:
For those that still didn't read my entire last post because it was too long, here is an excerpt describing problems I still need help with: Quote:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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you forgot to add PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
I have modifications on my server, new things, I can help you create your ideas, I will also finish some "strippers" to share with the community :wink:
a small contribution: :bee: "c4m5_milltown_escape" PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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no problem, I still have more to share, if you want me to make any special changes, let me know :bee: |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Hi, how are you? Do you have an event for The Last Stand? :cry: |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Test: https://youtu.be/UFd1T5qGO2Q |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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https://i.ibb.co/ZxPz3Rj/eventos.jpg these are some of the events that I have :bacon: |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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this very good! could you pass them to me :cry: :oops: :shock: |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
someone from here has an event in dead center ( c1m3_mall )
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Something small :bee: PHP Code:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Hello, how are you doing, thanks for giving me a small event, I ask you a question, I have that cfg but I don't know how to put it, I just started with the events, I am a little noob in this :oops: ; ============================================= ======== ; ========= PROMOD HUNTINGRIFLE REPLACEMENT ========= ; ============================================= ======== ; remove hrs since both are at ammo piles / gun spawns. replace tier2any with tier1any filter: { "classname" "weapon_hunting_rifle_spawn" } filter: { "classname" "weapon_sniper_military_spawn" } filter: { "weapon_selection" "any_sniper_rifle" } filter: { "weapon_selection" "weapon_hunting_rifle" } filter: { "weapon_selection" "weapon_sniper_military" } ; ============================================= ======== ; ================ EXPLOITS BLOCKED ================= ; ============================================= ======== add: ; --- block jesus shelf at top of escalators { ; invisible block above shelf "origin" "7216 -2432 448" "mins" "-36 -112 -40" "maxs" "36 112 40" "initialstate" "1" "BlockType" "1" "classname" "env_physics_blocker" } ; --- block jesus shelves on opposite side of escalators { ; invisible block above shelf "origin" "5362 -2403 449" "angles" "0 -15 0" "mins" "-18 -110 -39" "boxmins" "-18 -110 -39" "maxs" "18 110 39" "boxmaxs" "18 110 39" "initialstate" "1" "BlockType" "1" "classname" "env_physics_blocker" } { ; invisible block above info display "origin" "5286 -2554 436" "angles" "0 29 0" "mins" "-36 -14 -52" "boxmins" "-36 -14 -52" "maxs" "36 14 52" "boxmaxs" "36 14 52" "initialstate" "1" "BlockType" "1" "classname" "env_physics_blocker" } ; --- block shortcut to end saferoom { ; invisible block between shortcut "origin" "-1630 -4520 540" "mins" "-210 0 0" "maxs" "0 30 235" "initialstate" "1" "BlockType" "1" "classname" "env_player_blocker" } ; ============================================= ======== ; ============================================= ======== ; =================== GLITCH FIX ==================== ; ============================================= ======== modify: ; --- move impossible to reach weapon_item_spawn inside clip to nearby countertop { match: { "hammerid" "8442701" } replace: { "origin" "6096 -1808 78" } } ; ============================================= ======== ; ============================================= ======== ; ================ NUISANCE CHANGES ================= ; ============================================= ======== modify: ; --- make better tank path for event tank ; <remove relay links from glass to breakwall> { match: { "targetname" "relay_breakglass" ;"hammerid" "8572560" } delete: { "OnTrigger" "breakwall_bathroom_navblockerUnblockNav 0-1" "OnTrigger" "breakwall_bathroom_triggerEnable0-1" } insert: { "OnTrigger" "block_early_eventskipKill10-1" } } ; <make wall breakable at all times, by tank only (punch)> { match: { "hammerid" "328396" } replace: { "health" "10" "spawnflags" "0" "BreakableType" "2" } } ; <visuals for breakable wall> add: { ; visual breakable wall (static) "solid" "6" "origin" "236.91 -2504.87 348" "angles" "0 -45 0" "model" "models/props_interiors/breakwall_interior_noboards.mdl" "disableshadows" "1" "classname" "prop_dynamic" } { ; visual breakable wall (with glow) "solid" "6" "origin" "236.91 -2504.87 348" "angles" "0 -45 0" "model" "models/props_interiors/breakwall_interior_noboards.mdl" "disableshadows" "1" "spawnflags" "256" "classname" "prop_physics_override" } { ; visual - doorframe fix (left side) "solid" "6" "origin" "302 -2458 248" "angles" "0 45 0" "model" "models/props_mall/column_01.mdl" "rendercolor" "210 210 210" "disableshadows" "1" "classname" "prop_dynamic" } { ; visual - doorframe fix (right side) "solid" "6" ;"origin" "192 -2552 362" "origin" "189 -2552 362" "angles" "0 45 0" "model" "models/props/de_train/de_train_ibeam_02.mdl" "rendercolor" "210 210 210" "disableshadows" "1" "classname" "prop_dynamic" } { ; visual - silly floor fix "solid" "6" "origin" "278 -2465.5 276" "angles" "0 -45 0" "model" "models/props_mill/beam_01.mdl" "rendercolor" "230 230 230" "disableshadows" "1" "classname" "prop_dynamic" } { ; visual - ceiling fix "solid" "6" "origin" "278 -2465.5 425" "angles" "0 -45 0" "model" "models/props_mill/beam_01.mdl" "rendercolor" "230 230 230" "disableshadows" "1" "classname" "prop_dynamic" } { ; visual - glowing crack (oversized, but hey, it's there) "origin" "275.4 -2473.4 312" "texture" "effects/tankwall" "angles" "0 0 0" "classname" "infodecal" } ; <blocking to prevent survivors from using tank-hole to skip glass break event> add: { ; invisible block wall along boxes "targetname" "block_early_eventskip" "origin" "244 -2392 395" "angles" "0 -45 0" "mins" "-66 -30 -117" "boxmins" "-66 -30 -117" "maxs" "66 30 117" "boxmaxs" "66 30 117" "initialstate" "1" "BlockType" "1" "classname" "env_physics_blocker" } { ; visual boxes to show blocked area "solid" "6" "origin" "240 -2404 278" "angles" "0 -50 0" "model" "models/props/cs_militia/boxes_frontroom.mdl" "disableshadows" "1" "classname" "prop_dynamic" } ; <smooth tank-path up a bit: pre-open bathroom door> modify: { match: { "hammerid" "1569658" } replace: { "spawnpos" "1" } } ; ============================================= ======== ; =================== ALL CHANGES ===================== ; ============================================= ======== ; ------------------------------------------- ; LOWER LEVEL DETOUR FIX ; -- remove items from toy-shop route ; ------------------------------------------- filter: ; early rooms / bathrooms ; -------------------------- { "hammerid" "1551926" } { "hammerid" "1551939" } { "hammerid" "321236" } { "hammerid" "321238" } { "hammerid" "321240" } { "hammerid" "321242" } { "hammerid" "321244" } { "hammerid" "321246" } { "hammerid" "321310" } { "hammerid" "321312" } { "hammerid" "321314" } { "hammerid" "321316" } { "hammerid" "321318" } ; room with pill cabinet ; -------------------------- { "hammerid" "8569911" } { "hammerid" "8569913" } { "hammerid" "8569915" } { ; gun on floor "hammerid" "8574798" } { ; cabinet "hammerid" "354419" } ; room further down hall from pill-room ; -------------------------- { "hammerid" "1549729" } { "hammerid" "1549741" } ; toy store ; -------------------------- { ; blue door in pills-room (ajar) "hammerid" "118980" } { ; white door in pills-room "hammerid" "8569680" } { "hammerid" "8569694" } { "hammerid" "8569708" } { "hammerid" "8571147" } ; navblocking storefront ; ------ { "hammerid" "8569722" } { ; bullet filter? "hammerid" "8572745" } { ; brush (white wall) "hammerid" "8572916" } { "hammerid" "8572952" } ; windowpanes ; -- { "hammerid" "8575211" } { "hammerid" "8575215" } { "hammerid" "8575219" } { "hammerid" "8575223" } { "hammerid" "8575227" } { "hammerid" "8575231" } { "hammerid" "8575423" } { "hammerid" "8588825" } { "hammerid" "8588798" } { "hammerid" "8589927" } { "hammerid" "8589970" } ; -------------------------------- ; (end of lower route item fix) ; -------------------------------- ; -- hardcoded DeC3 version --- ; --- for v7 version.. strip all AI-director stuff and hardcode path escalators ; - disadvantage: AI doesn't know where to go. ; info: ;-------------------------- ; "hammerid" "1310374" ; dit is "logic_auto" die iets doet met elevator 04 ; "hammerid" "245737" ; ook een logic_auto, voor "nav emergency door blocker" ; "hammerid" "253923" ; dit is relay setpaths iets filter: ; -- logic relays/triggers/ai-director pathing { ; remove setpaths logic relays (so we can just use the onMap of the logic_relay below) "hammerid" "253923" } { ; remove query director logic for selecting either stairway or hallway (shop) route "hammerid" "196274" } { ; remove logic comparison for selecting either stairway or hallway (shop) route "hammerid" "196297" } { ; remove automatic navblocker for "emergency door" "hammerid" "245737" } ; -- glass in the way of new escalator position { ; remove glass part for new escalator -- func breakable 1 (replaced final escalator, lower) "hammerid" "661312" } { ; remove glass part for new escalator -- func breakable 1 (replaced final escalator, upper) "hammerid" "661724" } modify: { ; the end escalator -- move it to new position (and remove nav stuff) match: { ; this is the versus standard escalator "hammerid" "1310378" } delete: { "OnUser1" "escalator_upper_04-railing_breakableKill0-1" "OnUser1" "escalator_upper_04-navblockerUnblockNav0-1" "OnUser1" "escalator_upper_04-railingDisable0-1" "OnUser1" "escalator_upper_04-liftEnableCollision0-1" "OnUser1" "escalator_upper_04-navblocker_blockBlockNav0-1" "OnUser1" "escalator_04-brush_lift_collisionEnable0-1" } replace: { "origin" "-1407 -4250 382" "angles" "0 0 0" } } { ; make logic_auto pick one path match: { "hammerid" "1310374" } delete: { "OnMapSpawn" "escalator_upper_04-navblockerBlockNav0-1" "OnMapSpawn" "escalator_upper_04-liftDisableCollision0-1" "OnMapSpawn" "escalator_upper_04-navblocker_blockUnblockNav0-1" } insert: { ; force path 02 "OnMapSpawn" "relay_elevator_path_02Trigger0-1" ; force lower route "OnMapSpawn" "relay_hallway_closeTrigger0-1" } } { ; change path 02 to be like path 01 for first escalators match: { "hammerid" "253931" } delete: { "OnTrigger" "escalator_upper_02*FireUser10-1" } insert: { "OnTrigger" "escalator_upper_01*FireUser10-1" ; also add second escalator to lower level, to make it very slightly easier "OnTrigger" "escalator_lower_02*FireUser10-1" } } ; ----------- pre-place chair near door-choke { match: { "hammerid" "1553193" } replace: { "origin" "1599 -1010 298" "angles" "-90 0 90" } } ; ------------- add: { "classname" "prop_dynamic" "angles" "0 270 0" "disableshadows" "1" "model" "models/props_mall/mall_kioskc.mdl" "rendercolor" "255 255 255" "solid" "6" "origin" "2268.59 -1627.82 280.25" } { "classname" "prop_dynamic" "angles" "0 90 0" "disableshadows" "1" "model" "models/props_mall/mall_kioskc.mdl" "rendercolor" "255 255 255" "solid" "6" "origin" "2268.59 -1513.82 280.25" } { "classname" "prop_dynamic" "angles" "0 90 0" "disableshadows" "1" "model" "models/props_mall/mall_display_07.mdl" "rendercolor" "255 255 255" "solid" "6" "origin" "1856.65 -1294.79 280.25" } { ; block top of pre-door drop kiosks "origin" "2267 -1570.75 280" "mins" "-45 -110 0" "maxs" "45 110 500" "initialstate" "1" "BlockType" "1" "classname" "env_physics_blocker" } ; --------- block easy path to final escalator { ; fences to block path right - left "solid" "6" "origin" "-1120 -3958 280" "angles" "0 0 0" "disableshadows" "1" "model" "models/props_fortifications/barricade001_128_reference.mdl" "classname" "prop_dynamic" } { ; fences to block path right - middle "solid" "6" "origin" "-1116 -3876 280" "angles" "0 1 0" "disableshadows" "1" "model" "models/props_fortifications/barricade001_64_reference.mdl" "classname" "prop_dynamic" } { ; fences to block path right - right "solid" "6" "origin" "-1110 -3794 280" "angles" "0 5 0" "disableshadows" "1" "model" "models/props_fortifications/barricade001_128_reference.mdl" "classname" "prop_dynamic" } ; -- invisible blocks to make visuals work { ; invisible block to avoid jumping in from the left, past the fence ; must also block jump from construction lift! "origin" "-1116 -4022 280" "mins" "-128 0 0" "maxs" "0 8 120" "initialstate" "1" "BlockType" "1" "classname" "env_player_blocker" } ; --------- added kiosks on route to final escalator { ; first corner "solid" "6" "origin" "-2080 -4560 280" "angles" "0 90 0" "disableshadows" "1" "model" "models/props_mall/mall_kiosk.mdl" "classname" "prop_dynamic" } { ; second corner "solid" "6" "disableshadows" "1" "origin" "-2050 -3900 280" "angles" "0 -90 0" "model" "models/props_mall/mall_kioskc.mdl" "classname" "prop_dynamic" } ; --------- added kiosks near end saferoom for LOS block { ; right in front of saferoom "solid" "6" "origin" "-2100 -4210 536" "angles" "0 0 0" "disableshadows" "1" "model" "models/props_mall/mall_kiosk.mdl" "classname" "prop_dynamic" } { ; right after escalator "solid" "6" "disableshadows" "1" "origin" "-496 -4208 536" "angles" "0 90 0" "model" "models/props_mall/mall_kioskc.mdl" "classname" "prop_dynamic" } ; ============================================= ======== ; ========== CORRECCION DE BUGS: MUROS NEGROS ========= ; ============================================= ======== filter: ;{ ;"model" "models/props/cs_assault/handtruck.mdl" ;} ;{ ;"model" "models/props/cs_office/Fire_Extinguisher.mdl" ;} { "model" "models/props/cs_office/chair_office.mdl" } { "model" "models/props/cs_office/coffee_mug.mdl" } { "model" "models/props/cs_office/computer_caseb.mdl" } { "model" "models/props/cs_office/computer_mouse.mdl" } { "model" "models/props/cs_office/trash_can.mdl" } { "model" "models/props_debris/paintbucket01.mdl" } ;{ ;"model" "models/props_equipment/snack_machine_glass.mdl" ;} { "model" "models/props_fairgrounds/alligator.mdl" } { "model" "models/props_fairgrounds/elephant.mdl" } { "model" "models/props_fairgrounds/giraffe.mdl" } { "model" "models/props_fairgrounds/snake.mdl" } { "model" "models/props_interiors/chair_cafeteria.mdl" } { "model" "models/props_interiors/chair_office2.mdl" } { "model" "models/props_interiors/computer_keyboard.mdl" } { "model" "models/props_interiors/paper_tray.mdl" } { "model" "models/props_junk/metalbucket01a.mdl" } { "model" "models/props_mall/mall_mannequin_base.mdl" } { "model" "models/props_mall/mall_mannequin_female_base.mdl" } { "model" "models/props_mall/mall_mannequin_female_larm1.mdl" } { "model" "models/props_mall/mall_mannequin_female_larm2.mdl" } { "model" "models/props_mall/mall_mannequin_female_lleg.mdl" } { "model" "models/props_mall/mall_mannequin_female_rarm1.mdl" } { "model" "models/props_mall/mall_mannequin_female_rarm2.mdl" } { "model" "models/props_mall/mall_mannequin_female_torso1.mdl" } { "model" "models/props_mall/mall_mannequin_female_torso2.mdl" } { "model" "models/props_mall/mall_mannequin_female_torso3.mdl" } { "model" "models/props_mall/mall_mannequin_larm1.mdl" } { "model" "models/props_mall/mall_mannequin_larm2.mdl" } { "model" "models/props_mall/mall_mannequin_lhand.mdl" } { "model" "models/props_mall/mall_mannequin_lleg.mdl" } { "model" "models/props_mall/mall_mannequin_rarm1.mdl" } { "model" "models/props_mall/mall_mannequin_rhand.mdl" } { "model" "models/props_mall/mall_mannequin_torso1.mdl" } { "model" "models/props_mall/mall_mannequin_torso2.mdl" } { "model" "models/props_office/computer_monitor_01.mdl" } { "model" "models/props_unique/mopbucket01.mdl" } { "model" "models/props_urban/big_wheel001.mdl" } |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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I copy the little event you passed me and paste it in the c1m3_mall.cfg I go into the game and it doesn't seem like anything :shock: |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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write "add:" at the beginning of the line example: Quote:
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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if that is true, what happens that I just started with the modifications of the maps, but thanks for the event you gave me, greetings :wink: :up: |
Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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