[L4D2] Routing (Dynamic Paths)
11 Attachment(s)
To work with Stripper Map Configs featuring dynamic (read: random) paths.
Config Package was developed by multiple contributors, and before i forget anyone, ill just link you to it: http://forums.alliedmods.net/showthread.php?t=39439 Required: Stripper Source Installation: Put the Stripper configs where they belong, and the Plugin file into your plugins folder. Configuration: The Stripper config files, obviously. Caution: Do not mess with if you dont get how they work. l4d2_routing_gamemodes - default "versus,teamversus,mutation12" <- Which gamemodes will this Plugin spawn dynamic paths in. Commands: sm_forcepath <easy|medium|hard> - enforce a specific path for both teams. (Admin CHEATS flag needed) sm_pathinfo - displays which path is currently spawned and who spawned it. Changelog: 06.05.2010 - added initial files of version 1.0.3 06.05.2010 - fixed small mistake for C1M3_Mall Stripper file 07.05.2010 - fixed both lower escalators not always spawning, C1M3_Mall 07.05.2010 - version 1.0.4, reworked Mall and Cementery to work in any case of gamemode 10.05.2010 - version 1.0.5, added sm_pathinfo to display informations 12.05.2010 - new map files for c6m1, c2m1, c4m5 12.05.2010 - new exploit fixes c1m1, c6m2, c3m2 17.05.2010 - new exploit fixes c5m5, updates for others 20.05.2010 - fixed c2m1 disabled by default setup |
Re: [L4D2] Routing (Dynamic Paths)
You did it again :) thanks for this, will test it on my server now.
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Re: [L4D2] Routing (Dynamic Paths)
hi i have following problem :
on Dead Center 3rd map, The Mall there are invisible walls and the stairs are invisible too ... the stairs can be seen only as infected -.- |
Re: [L4D2] Routing (Dynamic Paths)
Fixed a mistake, it should work properly now.
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Re: [L4D2] Routing (Dynamic Paths)
Yes! Thank you atomic, had wished this was in the initial release of L4D2!
By the way, will this randomly pick a path for both teams if not specified by an admin at roundstart? Or do you have to set easy medium or hard via config? Edit: Nevermind, should of tested it before I asked :P Randomly picks as I had hoped! |
Re: [L4D2] Routing (Dynamic Paths)
i dont really understand this plugin fully... what exactly does it do?
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Re: [L4D2] Routing (Dynamic Paths)
Quote:
So for example, you go down path A instead of path B. |
Re: [L4D2] Routing (Dynamic Paths)
Uhhh, I just tested the plugin on c1m3_mall and the plugin picked the hard mode. So I rushed out the door and ran straight to the dynamic path split to find that you actually use stripper source to spawn props to make paths, quite interesting!
However, one problem lol. Right after the event in the mall it would seem that you have cut off all paths to the 3rd floor with the hard path, making it impossible to get up to turn off the alarm. Maybe I missed something but I looked all over :/ Otherwise nice job! Edit: hmmm when playing again with other players it would seem a 2nd set of stairs had spawned at the bottom floor going up to the 2nd floor, however during my testing by myself I swere they were not there... lol. Anyways no matter, I guess thats no longer a concern. |
Re: [L4D2] Routing (Dynamic Paths)
hey, i made a thread suggesting dynamic paths a while ago in the steam forums, you may want to check it out if you want more ideas.
(pics included) |
Re: [L4D2] Routing (Dynamic Paths)
Is the routing the same for both teams? Will both get easy or normal or hard, or will one get, say, normal and the other get the hard path?
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