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-   -   [L4D2] Standardized Revamp Structure 1.0 RTW (https://forums.alliedmods.net/showthread.php?t=115929)

Downtown1 01-17-2010 23:06

[L4D2] Standardized Revamp Structure 1.0 RTW
 
2 Attachment(s)
Moved to: http://forums.alliedmods.net/showthread.php?t=128581

Standardized Revamp Structure 1.0 RTW

Gameplay Changes

We are proud to announce a list of major gameplay changes provided by this mod, from never-before-seen features to the tried-and-true:
  • Tanks will spawn on every map (even maps that don't allow it)
  • Common zombies will despawn if they fall behind survivors (and respawn in front)
  • Tank temporary immunity after spawn
    • AI tank will be frozen, will not throw rocks, and will have godmode
    • Player tank will have fire immunity and godmode for 2 seconds
    • No more prelights or getting rushed by melee cause tank was rock throwing!
  • Medkit/pill adjustments
    • Director pills are completely removed
    • All medkits (except the saferoom ones) are converted to pills
  • The following items removed
    • Defibs
    • Grenade launcher
    • Chainsaw
    • Explosive/Incendiary Ammo
    • Laser upgrade
  • Slow down survivors by 17% in water (default: disabled)
  • Special Infected will not auto-spawn on finales

This plugin ships with the [http://code.google.com/p/l4d2-cevo-configs/ CEVO configs] soon to be available for use in the upcoming Alienware Arena tournament.

CVARs

Naturally for people interested in using this modification outside of the standardized competitive environment, we are providing CVARs to tweak every single feature to your heart's desire (listed at the URL).

INSTALLATION
CHANGELOG
Code:

1.0 Release To Web
      + Special Infected will not auto-spawn on finales

 1.0 Release Candidate 2
      + Removes the Dark Carnival 5 infinite Grenade Launcher

 1.0 Release Candidate 1
      + Tanks will spawn on every map
      + Tanks will not be pre-lit by molotovs
      + Common infected behind survivors will be despawned
      + Many, many items are removed


CREDITS (srsteam members)
Developers:
  • Downtown1
  • Frustian
  • AtomicStryker

QA:
  • Fission

Other contributors:
  • MDonahue
  • philogl

Thanks to all team members for holding together and pulling through, and we hope that everyone here enjoys our mod.

Feel free to visit our Google Code Homepage for your bleeding edge needs.

Views:
1.0 RC1 - 76 (bin) 53 (src)
1.0 RC2 - 76 (bin 37 (src)

SkaP 01-18-2010 00:22

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Sweet this will cut down on a lot of plugins. Thanks! Test it in a few.

I really hope this allows a Tank on Dead Center 1 Oh man is that going to be funny as hell to see.

Edit: Just a heads up the Cvar config didn't auto-generate despite the page you linked to saying it would.

Downtown1 01-18-2010 00:48

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Quote:

Originally Posted by SkaP (Post 1058735)
Sweet this will cut down on a lot of plugins. Thanks! Test it in a few.

I really hope this allows a Tank on Dead Center 1 Oh man is that going to be funny as hell to see.

Edit: Just a heads up the Cvar config didn't auto-generate despite the page you linked to saying it would.

Sorry, we don't have it auto generating the cvars, we did that to get the list of CVARs :). Feel free to copy and paste that into your own configs though.

The problem with auto generating the config is that it reads in the values from the config every single map, which would override league/tournament configs which are typically executed once before a match starts.

SkaP 01-18-2010 00:52

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
No problem still great.

SkaP 01-18-2010 01:10

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Oh this works great the Tank spawn on Dead Center 1 rakes people but it's almost always on fire if the survivors play it right and lead it into the fire. Got one to spawn seconds out of the top of the building near the first explosion and it killed 2 bots out the window. It's actually kinda balanced.

egor1908 01-18-2010 05:42

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Quote:

The following items removed
-
Grenade launcher
Chainsaw
Explosive/Incendiary Ammo
Laser upgrade
Why people allways remove them -_- I would like to see these options off by default.
OR - same things will spawn on same places for both teams.

And... Wow this is a nice plugin O_O <-- this is how my eyes looks now

leonil7 01-18-2010 08:12

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Good stuff ! Thanks for your effort :d

biship 01-18-2010 09:06

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Very similar to all these plugins. Nice to see some new features they don't have, but its missing still a lot. Looks promising.

http://code.google.com/p/confogl/
http://code.google.com/p/zero-comp-mod/
http://code.google.com/p/crxcomp/

iNFiNiTeX 01-18-2010 11:30

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Great plugin. If I want to change some of the cvars do I put them in sourcemod.cfg or is there a cfg filename I can use which the plugin will read?

Frus 01-18-2010 11:35

Re: [L4D2] Standardized Revamp Structure 1.0 RC1
 
Quote:

Originally Posted by biship (Post 1058948)
Very similar to all these plugins. Nice to see some new features they don't have, but its missing still a lot. Looks promising.

http://code.google.com/p/confogl/
http://code.google.com/p/zero-comp-mod/
http://code.google.com/p/crxcomp/

The number of features does not guage how good a [competitive] plugin is. I can predict that many people will prefer this plugin to those.

That said, this plugin is not nearly finished and done with ;)

Quote:

Originally Posted by iNFiNiTeX (Post 1059055)
Great plugin. If I want to change some of the cvars do I put them in sourcemod.cfg or is there a cfg filename I can use which the plugin will read?

Just like all cvars it doesn't matter which .cfg you put them in, as long as you execute that .cfg some way. server.cfg is executed automatically by the server.


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