Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
Actually, now that I think about it, I might've messed up ClientPrefs when I installed a SourceMod update. I *think* I fixed it, but I won't be able to check until I get home from class tonight.
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
It iIt is possible to do this in the plugin to l4d2
When the players get a level he gains a point. To this point he may choose to increase your speed, jump, life and your attack / weapon damage. 1% Exeter to life Finally the player in the highest level would be well Your level 50 and you have 150 life 10% damage with 10% speed and 10% jum |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
not yet. but it will be.
l4d2 is still cosmetic so far. |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
what does client pref looking at? the steam id or the name?
i would really want it look at name. when i rerun left4dead2.exe it restart back to 0. can the level give benefit for using gun or stat reward? (your plugin is good for a start) |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
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Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
i've started working on a gungame mod using levelmod.
finally all the hard work pays off, take look at the code to see how little must be done, git source. |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
a bit like lego bricks everything comes together very nicely atm:
http://thrawn.einfachonline.net/imag...3_17_59_05.jpg to make e.g. tGunGame compatible to XYZ you'd only have to replace small single bricks, like tLevelMod.Hud.XYZ and tLevelMod.Weapons.XYZ. |
Re: [ANY] tLevelMod v0.1.2 (2010-03-14)
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