[L4D1&2] Spawn Alarmcars
4 Attachment(s)
Spawn Alarmcars
What is the idea? Simple idea: spawn a fully functional alarm car. The plugin provides not only the ability to spawn standard alarm cars. You can spawn many different types of alarm cars. The plugin can save your settings and respawn the cars at every round start. How does it work? The plugin spawns all necessary entities and adding all dependencies. Known Bugs? None. Commands (admin only)? sm_alarmcar_list_customs | Lists all custom cars from config. sm_alarmcar_move <x> <y> <z> [pitch] [yaw] [roll] | Moves alarm car in front of you. Optional rotates the car too. sm_alarmcar_move_at <x> <y> <z> <newX> <newY> <newZ> [pitch] [yaw] [roll] | Moves alarm car at the given position. Optional rotates the car too. sm_alarmcar_remove | Removes alarm car in front of you. sm_alarmcar_remove_at <x> <y> <z> | Removes alarm car at the given position. sm_alarmcar_rotate <pitch> <yaw> <roll> | Rotates alarm car in front of you. sm_alarmcar_rotate_at <x> <y> <z> <pitch> <yaw> <roll> | Rotates alarm car at the given position. sm_alarmcar_save_to_config | Saves current created cars into the config and overrides old ones. sm_alarmcar_spawn | Spawns a fully functional alarm car in front of you. sm_alarmcar_spawn_at <x> <y> <z> <pitch> <yaw> <roll> [r] [g] [b] | Spawns a fully functional alarm car at the given position, angles and optional color. sm_alarmcar_spawn_custom <type> | Spawns a fully functional alarm custom car in front of you. sm_alarmcar_spawn_custom_at <type> <x> <y> <z> <pitch> <yaw> <roll> [r] [g] [b] | Spawns a fully functional alarm custom car at the given position, angles and optional color. sm_alarmcar_spawn_truck <type> | Spawns a fully functional alarm truck in front of you. sm_alarmcar_spawn_truck_at <type> <x> <y> <z> <pitch> <yaw> <roll> | Spawns a fully functional alarm truck at the given position and optional angles. Cvars? sm_alarmcar_version - version sm_alarmcar_mapstart - enable/disable mapstart spawning of cars (need the config file) Anything else? Config file structure: PHP Code:
The config file locations: ./cfg/sourcemod/alarmcars_location.cfg ./cfg/sourcemod/alarmcars_models.cfg History? Quote:
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Re: [L4D1&2] Spawn Alarmcars
1 Attachment(s)
awesome!
cfg with some cool spaces at MH, DA, BH updated! |
Re: [L4D1&2] Spawn Alarmcars
Excellent! Now add code to turn an existing car into an alarm car (and vice versa).
:D EDIT Looking at the code: PHP Code:
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Re: [L4D1&2] Spawn Alarmcars
at versus mode, extra cars spawns only for first team, no cars for second one, how to fix that?
sm plugins reload l4d_spawn_alarmcars helps but... would be cool if it will works automatic for versus. |
Re: [L4D1&2] Spawn Alarmcars
@2befine:
Fixed in next version. I'm still stucked to calculate the correct positions of the light when roll and/or pitch != 0. :/ |
Re: [L4D1&2] Spawn Alarmcars
Why are you using coordinates anyway, im sure the car model has attachment points.
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Re: [L4D1&2] Spawn Alarmcars
Thought that too, but no.
It seems, that even the level modellers just placed the lights themselves. Because in No Mercy 1 the alarm car yellow turn lights on the front side are placed too much inside of the car and are almost not visible. Instead in No Mercy 2 you see the lights very clearly. And it seems GetAngleVectors() inbuilt function of sourcemod is some kind "wrong". It rotates vectors sometimes at the wrong axis. :shock: I am using now my own method to rotate the vector (like in the book) and it works perfectly. :) I will release a new version definitely today. Edit: Updated to v1.0.2. Fixed versus, fixed all cars blinking and added removing commands and pitch/roll are now working correctly. |
Re: [L4D1&2] Spawn Alarmcars
Nice!
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Re: [L4D1&2] Spawn Alarmcars
Random alarms on map existing cars is possible?
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Re: [L4D1&2] Spawn Alarmcars
ok new bug, in versus, first team on first map have no cars.
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