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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