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-   -   [L4D2] Sky (comp. config), that adds only the additional events to camapigns? (https://forums.alliedmods.net/showthread.php?t=331792)

Proaxel 05-28-2021 14:11

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by AlexAlcala (Post 2746914)

a small contribution: :bee:

"c4m5_milltown_escape"

What is this exactly? Does it turn the Hard Rain finale into a Scavenge event?

HarryPotter 05-28-2021 15:05

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Proaxel (Post 2748082)
What is this exactly? Does it turn the Hard Rain finale into a Scavenge event?

no, he just puts scavenge event before finale starts

fenri_NEKO 06-17-2021 13:26

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by AlexAlcala (Post 2747290)
Something small :bee:

PHP Code:

{
"origin" "5384 -2624 384"
"angles" "0 0 0"
"model" "*148"
"spawnflags" "1"
"filtername" "filter_survivor"
"classname" "trigger_once"
"OnTrigger" "!activator,speakresponseconcept,PlayerWarnCareful,0,1"

"OnTrigger" "director,PanicEvent,,2.5,-1"
"OnTrigger" "trigger_camara1*,Enable,,0,-1"
"OnTrigger" "camara1*,StartGlowing,,0,-1"
"OnTrigger" "camara1a,SetAnimation,ref,0,-1"
}

{
"targetname" "aviso_camara1"
"hint_caption" "¡Dispara, de muy cerca, a los objetos de silueta roja brillante!"
"hint_icon_onscreen" "icon_tip"
"hint_color" "249 247 151"
"hint_static" "1"
"classname" "env_instructor_hint"
}
{
"targetname" "filtro_boton_camara1"
"damagetype" "2"
"Negated" "0"
"classname" "filter_damage_type"
}

{
"origin" "5328 -3487.5 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1a"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1a,Unlock,,0,-1"
"OnEndTouch" "boton_camara1a,Lock,,0,-1"
}
{
"origin" "5328 -3487.5 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1a"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
"OnAnimationBegun" "aviso_camara1,ShowHint,,0,-1"
}
{
"origin" "5328 -3487.5 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1a"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1a,Kill,,0,-1"
"OnPressed" "camara1a,Kill,,0,-1"
"OnPressed" "trigger_camara1a,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "6031.6 -3328.5 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1b"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1b,Unlock,,0,-1"
"OnEndTouch" "boton_camara1b,Lock,,0,-1"
}
{
"origin" "6031.6 -3328.5 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1b"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "6031.6 -3328.5 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1b"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1b,Kill,,0,-1"
"OnPressed" "camara1b,Kill,,0,-1"
"OnPressed" "trigger_camara1b,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "6031.6 -3328.5 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1c"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1c,Unlock,,0,-1"
"OnEndTouch" "boton_camara1c,Lock,,0,-1"
}
{
"origin" "6031.6 -3328.5 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1c"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "6031.6 -3328.5 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1c"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1c,Kill,,0,-1"
"OnPressed" "camara1c,Kill,,0,-1"
"OnPressed" "trigger_camara1c,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "7503.2 -3488.5 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1d"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1d,Unlock,,0,-1"
"OnEndTouch" "boton_camara1d,Lock,,0,-1"
}
{
"origin" "7503.2 -3488.5 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1d"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "7503.2 -3488.5 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1d"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1d,Kill,,0,-1"
"OnPressed" "camara1d,Kill,,0,-1"
"OnPressed" "trigger_camara1d,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "6448 -2943.6 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1e"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1e,Unlock,,0,-1"
"OnEndTouch" "boton_camara1e,Lock,,0,-1"
}
{
"origin" "6448 -2943.6 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1e"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "6448 -2943.6 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1e"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1e,Kill,,0,-1"
"OnPressed" "camara1e,Kill,,0,-1"
"OnPressed" "trigger_camara1e,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "7184 -3007.8 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1f"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1f,Unlock,,0,-1"
"OnEndTouch" "boton_camara1f,Lock,,0,-1"
}
{
"origin" "7184 -3007.8 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1f"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "7184 -3007.8 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1f"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1f,Kill,,0,-1"
"OnPressed" "camara1f,Kill,,0,-1"
"OnPressed" "trigger_camara1f,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "5615.7 -2568.2 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1g"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1g,Unlock,,0,-1"
"OnEndTouch" "boton_camara1g,Lock,,0,-1"
}
{
"origin" "5615.7 -2568.2 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1g"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "5615.7 -2568.2 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1g"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1g,Kill,,0,-1"
"OnPressed" "camara1g,Kill,,0,-1"
"OnPressed" "trigger_camara1g,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "7504.3 -2624.3 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1h"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1h,Unlock,,0,-1"
"OnEndTouch" "boton_camara1h,Lock,,0,-1"
}
{
"origin" "7504.3 -2624.3 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1h"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "7504.3 -2624.3 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1h"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1h,Kill,,0,-1"
"OnPressed" "camara1h,Kill,,0,-1"
"OnPressed" "trigger_camara1h,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "5551.3 -1824.4 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1i"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1i,Unlock,,0,-1"
"OnEndTouch" "boton_camara1i,Lock,,0,-1"
}
{
"origin" "5551.3 -1824.4 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1i"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "5551.3 -1824.4 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1i"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1i,Kill,,0,-1"
"OnPressed" "camara1i,Kill,,0,-1"
"OnPressed" "trigger_camara1i,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "6319.9 -1823.7 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1j"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1j,Unlock,,0,-1"
"OnEndTouch" "boton_camara1j,Lock,,0,-1"
}
{
"origin" "6319.9 -1823.7 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1j"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "6319.9 -1823.7 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1j"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1j,Kill,,0,-1"
"OnPressed" "camara1j,Kill,,0,-1"
"OnPressed" "trigger_camara1j,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "6831.7 -1888.4 336"
"angles" "0 0 0"
"model" "*161"
"targetname" "trigger_camara1k"
"spawnflags" "1"
"StartDisabled" "1"
"entireteam" "2"
"allowincap" "1"
"classname" "trigger_multiple"
"OnStartTouch" "boton_camara1k,Unlock,,0,-1"
"OnEndTouch" "boton_camara1k,Lock,,0,-1"
}
{
"origin" "6831.7 -1888.4 488"
"angles" "0 0 0"
"model"    "models/props_urban/ceiling_bubble001.mdl"
"targetname" "camara1k"
"disableshadows" "1"
"glowcolor" "255 0 0"
"glowbackfacemult" "1.0"
"classname" "prop_dynamic"
}
{
"origin" "6831.7 -1888.4 488"
"angles" "0 0 0"
"model" "*28"
"targetname" "boton_camara1k"
"spawnflags" "2561"
"damagefilter" "filtro_boton_camara1"
"classname" "func_button"
"OnPressed" "boton_camara1k,Kill,,0,-1"
"OnPressed" "camara1k,Kill,,0,-1"
"OnPressed" "trigger_camara1k,Kill,,0,-1"

"OnPressed" "contador_laser1,Add,1,0,-1"

"OnPressed" "director,PanicEvent,,2.5,-1"
}

{
"origin" "5298 -2880 312"
"targetname" "laser1a"
"texture" "sprites/laserbeam.spr"
"LightningStart" "laser1a"
"LightningEnd" "target_laser1a"
"spawnflags" "1"
"rendercolor" "255 0 0"
"renderamt" "255"
"NoiseAmplitude" "0.1"
"Radius" "2"
"TextureScroll" "35"
"life" "0.2"
"HDRColorScale" "1.0"
"BoltWidth" "2"
"classname" "env_beam"
}
{
"origin" "5298 -2368 312"
"angles" "0 0 0"
"targetname" "target_laser1a"
"classname" "info_target"
}
{
"origin" "5298 -2880 344"
"targetname" "laser1b"
"texture" "sprites/laserbeam.spr"
"LightningStart" "laser1b"
"LightningEnd" "target_laser1b"
"spawnflags" "1"
"rendercolor" "255 0 0"
"renderamt" "255"
"NoiseAmplitude" "0.1"
"Radius" "2"
"TextureScroll" "35"
"life" "0.2"
"HDRColorScale" "1.0"
"BoltWidth" "2"
"classname" "env_beam"
}
{
"origin" "5298 -2368 344"
"angles" "0 0 0"
"targetname" "target_laser1b"
"classname" "info_target"
}
{
"origin" "5298 -2880 376"
"targetname" "laser1c"
"texture" "sprites/laserbeam.spr"
"LightningStart" "laser1c"
"LightningEnd" "target_laser1c"
"spawnflags" "1"
"rendercolor" "255 0 0"
"renderamt" "255"
"NoiseAmplitude" "0.1"
"Radius" "2"
"TextureScroll" "35"
"life" "0.2"
"HDRColorScale" "1.0"
"BoltWidth" "2"
"classname" "env_beam"
}
{
"origin" "5298 -2368 376"
"angles" "0 0 0"
"targetname" "target_laser1c"
"classname" "info_target"
}
{
"origin" "5298 -2880 408"
"targetname" "laser1d"
"texture" "sprites/laserbeam.spr"
"LightningStart" "laser1d"
"LightningEnd" "target_laser1d"
"spawnflags" "1"
"rendercolor" "255 0 0"
"renderamt" "255"
"NoiseAmplitude" "0.1"
"Radius" "2"
"TextureScroll" "35"
"life" "0.2"
"HDRColorScale" "1.0"
"BoltWidth" "2"
"classname" "env_beam"
}
{
"origin" "5298 -2368 408"
"angles" "0 0 0"
"targetname" "target_laser1d"
"classname" "info_target"
}
{
"origin" "5298 -2880 440"
"targetname" "laser1e"
"texture" "sprites/laserbeam.spr"
"LightningStart" "laser1e"
"LightningEnd" "target_laser1e"
"spawnflags" "1"
"rendercolor" "255 0 0"
"renderamt" "255"
"NoiseAmplitude" "0.1"
"Radius" "2"
"TextureScroll" "35"
"life" "0.2"
"HDRColorScale" "1.0"
"BoltWidth" "2"
"classname" "env_beam"
}
{
"origin" "5298 -2368 440"
"targetname" "target_laser1e"
"spawnflags" "0"
"classname" "info_target"
}

{
"origin" "5299 -2624 384"
"angles" "0 0 0"
"model" "*148"
"targetname" "hurt_laser1"
"spawnflags" "67"
"damagetype" "8"
"damagecap" "4"
"damage" "4"
"classname" "trigger_hurt"
}
{
    
"origin" "5294 -2624 326"
    "targetname" "block_laser1"
    "mins" "0 -236  0"
    "maxs" "0 236 114"
    "initialstate" "1"
    "BlockType" "1"
    "classname" "env_player_blocker"
}

{
"targetname" "contador_laser1"
"max" "11"
"classname" "math_counter"
"OnHitMax" "aviso_camara1,EndHint,,0,-1"
"OnHitMax" "aviso_camara1,Kill,,0.1,-1"

"OnHitMax" "evento_laser1,Trigger,,0,-1"
}
{
"targetname" "evento_laser1"
"classname" "logic_relay"
"OnTrigger" "laser1*,TurnOff,,0.1,-1"
"OnTrigger" "target_laser1*,Kill,,0,-1"
"OnTrigger" "hurt_laser1,Kill,,0,-1"
"OnTrigger" "block_laser1,Kill,,0,-1"

"OnTrigger" "director,PanicEvent,,0,-1"



Esto es trabajo mío... (https://drive.google.com/file/d/1-78...ew?usp=sharing)
Nunca he dado mi permiso para que sea compartido. :/
Lo compartes como si fuese tácitamente tuyo... :///

This is my work...
I have never given my permission to share it.
You're sharing it as if it was tacitly yours...

You can see my work/project, here:
https://steamcommunity.com/groups/ultimate-coop

marki89 06-17-2021 14:01

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by fenri_NEKO (Post 2750149)
Esto es trabajo mío... (https://drive.google.com/file/d/1-78...ew?usp=sharing)
Lo compartes como si fuese tácitamente tuyo... :/

https://steamcommunity.com/groups/ultimate-coop


fantastic job: D
I like how I look :wink:

Venom1777 06-24-2021 04:26

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by fenri_NEKO (Post 2750149)
Esto es trabajo mío... (https://drive.google.com/file/d/1-78...ew?usp=sharing)
Nunca he dado mi permiso para que sea compartido. :/
Lo compartes como si fuese tácitamente tuyo... :///

This is my work...
I have never given my permission to share it.
You're sharing it as if it was tacitly yours...

You can see my work/project, here:
https://steamcommunity.com/groups/ultimate-coop

I knew those modified events shared by Alex Alcala were from fenri-neko de garena. there was a lot of similarity in the events and models, glow that I saw that they were equal to the fenri. The one who spent a lot of time with his coop, Coop-legend renamed Ultimate-coop now

Tonblader 07-14-2021 16:15

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by fenri_NEKO (Post 2750149)
Esto es trabajo mío... (https://drive.google.com/file/d/1-78...ew?usp=sharing)
Nunca he dado mi permiso para que sea compartido. :/
Lo compartes como si fuese tácitamente tuyo... :///

This is my work...
I have never given my permission to share it.
You're sharing it as if it was tacitly yours...

You can see my work/project, here:
https://steamcommunity.com/groups/ultimate-coop

It may also be that you have viewed a configuration on a server and simply replicated it.
Many times I replicate configurations because I cannot find credits/source with its respective author.
As there is no published source, you cannot prove otherwise regarding the credits/source.

KoMiKoZa 07-26-2021 06:29

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
I've just come finding out about this and am quite fascinated. Wouldn't have imagined that stripper could be used for this kind of event stuff.

Huge thanks to ProAxel and others who've shared their thoughts and ideas on making these events dependency-free.

I wanted to ask if anyone knows about more of event creations like that / willing to share? Would be happy to see something more on the realistic side of things.

I've recently found out about ComboMod/EventMod project that was worked on by Tsuey (massive scripter), who is now a part of the TLS Community Update Team. There is some insane stuff done more than 10 years ago, this event in particular looks amazing and is a good example of something I'd like to incorporate into my server's set of events.

But as far as I understand the project never saw the light of day. Maybe someone knows anything about it? Later on I will probably try to contact Tsuey regarding this.

Marttt 07-26-2021 07:41

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
This event (water electrification) is a bit similar to the one from sky events (c8m3) so you can check there and try to implement it.

Although stripper modifications usually aren't easy to be done and take a long time,
that's why most people don't share the stuff that makes their server unique.

Anyway, "stripper" should have an exclusive area on SM forum, at least L4D1/2 has a lot of content.

VladimirTk 07-28-2021 19:07

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Has anyone noticed that if you play the map c8m3 in versus mode, there is an invisible wall just before going up to the second floor ?, only in the Skyy maps it happens to me

Playing cooperatively removes the invisible wall

Marttt 07-28-2021 20:03

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Yes is added by stripper, don't remember, maybe are these lines

manhkst 08-24-2021 10:08

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by AlexAlcala (Post 2746914)
I have modifications on my server, new things, I can help you create your ideas, I will also finish some "strippers" to share with the community :wink:


a small contribution: :bee:

"c4m5_milltown_escape"

PHP Code:

modify:

{    
    {
        
match:
        {
            
"targetname" "radio"
        
}
        
insert:
        {
            
"startdisabled" "1"
        
}
    }
    
        {    
        
match:
        {
            
"hammerid" "12253"
        
}
        
insert:
        {
        
"OnOpen" "!Rochelle,speakresponseconcept,_c4m1Intro10,0,1"
        "OnOpen" "gascans,TurnGlowsOn,,0,1"
        "OnOpen" "prop_gas_nozzle,startglowing,,0,1"
        "OnOpen" "scavenge_display,TurnOn,,0,1"
        "OnOpen" "!self,Kill,,20,1"    
        "OnOpen" "director,PanicEvent,,1,-1"    
        
}
    }
}


add:

{
    
"classname" "point_servercommand"
    "targetname" "servercommander"
}

{
    
"classname" "point_prop_use_target"
    "nozzle" "prop_gas_nozzle"
    "origin" "-5469.31 6770.03 161.82"
    "spawnflags" "1"
    "targetname" "gas_target"
    "OnUseFinished" "gas_counter,Add,1,0,-1"
    "OnUseFinished" "servercommander,command,sm_add_canister_points 12,0,6"
}


{
    
"classname" "game_scavenge_progress_display"
    "targetname" "scavenge_display"
    "max" "5"
}
{
    
"classname" "math_counter"
    "max" "5"
    "targetname" "gas_counter"
    "OnHitMax" "relay,Trigger,,0,-1"
}


{
    
"classname" "logic_relay"
    "targetname" "relay"
    "OnTrigger" "radio,Enable,,0,-1"
    "OnTrigger" "scavenge_display,TurnOff,,0,-1"
    "OnTrigger" "prop_gas_nozzle,stopglowing,,0,-1"
    "OnTrigger" "gas_target,Kill,,0,-1"
    "OnTrigger" "generator_sound,PlaySound,,0,-1"
}



add:

{
    
"classname" "prop_dynamic"
    "angles" "0.00 233.65 23.00"
    "model" "models/props_vehicles/radio_generator_fillup.mdl"
    "glowcolor" "255 0 0"
    "glowstate" "0"
    "glowrange" "1500"
    "solid" "6"
    "targetname" "prop_gas_nozzle"
    "origin" "-5412.58 6733.34 126.15"
}


{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}


{
    
"classname" "ambient_generic"
    "health" "10"
    "message" "ambient/generator/generator_start_run_loop.wav"
    "pitch" "100"
    "pitchstart" "100"
    "radius" "2500"
    "spawnflags" "48"
    "targetname" "generator_sound"
    "origin" "-5412.58 6733.34 126.15"



i checked func_button and i see it is survival_burger_button. How to know it is radio and turn it off

Marttt 08-24-2021 12:13

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
usually with "spawnflags" or based on events/triggers with "Unlock/Lock" input

you can find more info on https://developer.valvesoftware.com/wiki/Func_button

marki89 09-07-2021 09:46

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
hello how are you, how can you put the tank when the elevator opens?I would like it to appear there
:O

Marttt 09-07-2021 13:26

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
dump and check the stripper file from sacrifice (1st) map. (search for "spawn_train_tank_coop" targetname)
basically you need a "info_zombie_spawn" entity and trigger it on door open with "SpawnZombie"

Not simple to explain neither do.

marki89 09-17-2021 15:40

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Marttt (Post 2757168)
dump and check the stripper file from sacrifice (1st) map. (search for "spawn_train_tank_coop" targetname)
basically you need a "info_zombie_spawn" entity and trigger it on door open with "SpawnZombie"

Not simple to explain neither do.

thanks marttt for answering


:mrgreen:

marki89 09-17-2021 18:26

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
hello everyone, how can i put this :

(on the map of dead center c1m2 streets, when is the coca event, I would like to put it there more with the tank, but I don't know how the plane is positioned)

-c130-
{
"classname" "prop_dynamic"
"angles" "0 121.5 0"
"DefaultAnim" "airport_intro_preidle"
"MaxAnimTime" "10"
"MinAnimTime" "5"
"model" "models/props_vehicles/c130.mdl"
"PerformanceMode" "0"
"solid" "0"
"spawnflags" "0"
"targetname" "sky_prop_airplane"
"origin" "4816 -208 616"
"disableshadows" "1"
}
{
"classname" "info_particle_system"
"effect_name" "fire_medium_03"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_1"
"origin" "4044 -208 1280"
}
{
"classname" "info_particle_system"
"effect_name" "fire_small_01"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_2"
"origin" "4044 -208 1280"
}
{
"classname" "info_particle_system"
"effect_name" "fire_medium_03"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_3"
"origin" "4044 -208 1280"
}
{
"classname" "info_particle_system"
"effect_name" "fire_medium_03"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_4"
"origin" "4044 -208 1280"
}

c4m4_milltown_b.cfg
this cfg is from the author sky, but I would like to put it in the dead center too
(I took it out because it is interesting to apply in other maps in launching the tank)

AsphyxiaJLSA 10-04-2021 20:03

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
Quote:

Originally Posted by AlexAlcala (Post 2746914)
I have modifications on my server, new things, I can help you create your ideas, I will also finish some "strippers" to share with the community :wink:


a small contribution: :bee:

"c4m5_milltown_escape"

PHP Code:

modify:

{    
    {
        
match:
        {
            
"targetname" "radio"
        
}
        
insert:
        {
            
"startdisabled" "1"
        
}
    }
    
        {    
        
match:
        {
            
"hammerid" "12253"
        
}
        
insert:
        {
        
"OnOpen" "!Rochelle,speakresponseconcept,_c4m1Intro10,0,1"
        "OnOpen" "gascans,TurnGlowsOn,,0,1"
        "OnOpen" "prop_gas_nozzle,startglowing,,0,1"
        "OnOpen" "scavenge_display,TurnOn,,0,1"
        "OnOpen" "!self,Kill,,20,1"    
        "OnOpen" "director,PanicEvent,,1,-1"    
        
}
    }
}


add:

{
    
"classname" "point_servercommand"
    "targetname" "servercommander"
}

{
    
"classname" "point_prop_use_target"
    "nozzle" "prop_gas_nozzle"
    "origin" "-5469.31 6770.03 161.82"
    "spawnflags" "1"
    "targetname" "gas_target"
    "OnUseFinished" "gas_counter,Add,1,0,-1"
    "OnUseFinished" "servercommander,command,sm_add_canister_points 12,0,6"
}


{
    
"classname" "game_scavenge_progress_display"
    "targetname" "scavenge_display"
    "max" "5"
}
{
    
"classname" "math_counter"
    "max" "5"
    "targetname" "gas_counter"
    "OnHitMax" "relay,Trigger,,0,-1"
}


{
    
"classname" "logic_relay"
    "targetname" "relay"
    "OnTrigger" "radio,Enable,,0,-1"
    "OnTrigger" "scavenge_display,TurnOff,,0,-1"
    "OnTrigger" "prop_gas_nozzle,stopglowing,,0,-1"
    "OnTrigger" "gas_target,Kill,,0,-1"
    "OnTrigger" "generator_sound,PlaySound,,0,-1"
}



add:

{
    
"classname" "prop_dynamic"
    "angles" "0.00 233.65 23.00"
    "model" "models/props_vehicles/radio_generator_fillup.mdl"
    "glowcolor" "255 0 0"
    "glowstate" "0"
    "glowrange" "1500"
    "solid" "6"
    "targetname" "prop_gas_nozzle"
    "origin" "-5412.58 6733.34 126.15"
}


{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}


{
    
"classname" "ambient_generic"
    "health" "10"
    "message" "ambient/generator/generator_start_run_loop.wav"
    "pitch" "100"
    "pitchstart" "100"
    "radius" "2500"
    "spawnflags" "48"
    "targetname" "generator_sound"
    "origin" "-5412.58 6733.34 126.15"



Hi Alex, can you help me with this, while I create an event on the c2m3_coaster map, for the survivors to fill the cans "x" in a generator, in order to trigger the roller coaster event :(

santdrback 11-05-2021 14:07

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
This is nice i love <3

thewintersoldier97 11-26-2021 06:41

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Thank you, Proaxel and the amazing folks on this thread for making the game much more fun and enjoyable! Please keep update it with new event if you can. Cheers! :D

thewintersoldier97 11-26-2021 12:33

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Hello everyone, I followed Proaxel and other stripper configs to modify event in my sv and it seem to be working. But all the holdout event I tested so far, the layout/hint instruction/how the event played out was running fine but no common infected spawning at all, for example the holdout event when calling the elevator in c1m1_hotel, I pushed the button, heard a horde alert but no CI to be seen. The one event similar is shoot the toxic waste barrels in c5m3_cemetery. Help please :(

Tank Rush 11-26-2021 13:04

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by thewintersoldier97 (Post 2764389)
Hello everyone, I followed Proaxel and other stripper configs to modify event in my sv and it seem to be working. But all the holdout event I tested so far, the layout/hint instruction/how the event played out was running fine but no common infected spawning at all, for example the holdout event when calling the elevator in c1m1_hotel, I pushed the button, heard a horde alert but no CI to be seen. The one event similar is shoot the toxic waste barrels in c5m3_cemetery. Help please :(

Sky uses vscripts to call the panic event.
https://github.com/Attano/Sky/tree/m...ripts/vscripts
PHP Code:

    "OnPressed" "director,BeginScript,sky_event_c1m1_hotel.nut,0,-1"
    "OnPressed" "director,EndScript,sky_event_c1m1_hotel.nut,35,-1" 

but you can use this instead by adding this line to the trigger:
PHP Code:

"OnPressed" "director,PanicEvent,,2,-1" 

remove the 2 lines I mentioned first and then add "OnPressed" "director, PanicEvent ,, 2, -1" here:
PHP Code:

{
    
"classname" "func_button"
    "targetname" "sky_elevator_button"
    "movedir" "0 0 0"
    "origin" "2263 5696 2516.17"
    "spawnflags" "1025"
    "speed" "5"
    "OnPressed" "!activator,speakresponseconcept,C2M3CoasterStart,0,-1"
    "OnPressed" "!activator,speakresponseconcept,PlayerMoveOn,40,-1"
    "OnPressed" "director,PanicEvent,,2,-1"
    "OnPressed" "elevator_1_door1,Open,,40,-1"
    "OnPressed" "elevator_1_door2,Open,,40,-1"
    "OnPressed" "elevator_movement_sound,PlaySound,,0,-1"
    "OnPressed" "elevator_movement_sound,StopSound,,40,-1"
    "OnPressed" "sky_elevator_button_model,stopglowing,,0,-1"
    "OnPressed" "sky_instructor_hint,EndHint,,0,-1"
    "OnPressed" "sky_instructor_hint,Kill,,0.1,-1"
    "OnPressed" "!self,Kill,,0.1,-1"


In the case of the explosive barrels in c5m3_cemetery it would be "OnTrigger"
PHP Code:

"OnTrigger" "director,PanicEvent,,2,-1" 


thewintersoldier97 11-26-2021 22:10

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Tank Rush (Post 2764394)
Spoiler

Thank Tank Rush, it worked great :D Could I do this with other event cause I see Sky used a lot of different vscripts here.

Tank Rush 11-27-2021 23:29

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
Here I have an event to share with you, I hope you like it :oops:
https://i.imgur.com/kcaeixz.png
I did this cola bottle search event based on Sky 2.7.1, I have placed some invisible blocks, you can add more if necessary to avoid the loss of cola bottles in unreachable places.
I also leave you a video demonstration so you can see that it is 100% working

Spoiler

thewintersoldier97 11-28-2021 01:53

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Tank Rush (Post 2764494)
Spoiler

Holy, excellent work Tank Rush! :) Original Sky didn't have any additional event on The Passing and you just make it a lot more fun. And maybe you should add a hint at the barricade before blowing it up LOL.

Tank Rush 11-28-2021 07:59

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Updated! I have added a hint instructor in the door blast, check my post

thewintersoldier97 11-28-2021 23:48

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Tank Rush (Post 2764525)
Updated! I have added a hint instructor in the door blast, check my post

Nicee :) Just tested it and the event is running great :D Good job Tank Rush!

Tank Rush 12-02-2021 21:33

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
I did another event for The Passing and will share here :3
https://i.imgur.com/McxFgPq.png
If the map does not load or you get the error "ed_alloc no free edicts" put this in global_filters:
global_filters

AsphyxiaJLSA 12-03-2021 14:10

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
Quote:

Originally Posted by Tank Rush (Post 2764903)
I did another event for The Passing and will share here :3

Incredible Tank Rush, I made another one on the c2m2 map, I did it in another way, order to make it a little easier
https://i.imgur.com/b2bshRr.png

I noticed that if you add "OnTrigger" "director,PanicEvent,,0,-1"
No horde events appear.
Add another way to position the sound and track title to energize the game.
Add the sound of the horde, and the warning that indicates they are coming!
https://i.imgur.com/J5FkKQ0.png


Add Event Hint Caption

AsphyxiaJLSA 12-04-2021 10:40

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
Based on the sky stripper, I recreated the c2m3_coaster event in a different way, adding much more facility for those who wish to recreate the event.

go upstairs to see the event
https://i.imgur.com/07Rbn13.png

the event is at the top, because in that part there is a stripper search event, fenri_neko
https://i.imgur.com/QHAzT7E.png

Event Dead Zombie

TypicalType 12-04-2021 15:21

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Thanks for sharing these new events with us! this makes the campaigns even more fun

thewintersoldier97 12-05-2021 00:07

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Tank Rush (Post 2764903)
Spoiler

Great work. I just wonder is putting those line in the global filter delete all those props in all maps? Can I just put it in the map stripper only?

Quote:

Originally Posted by AsphyxiaJLSA (Post 2764959)
Spoiler

Nice, personally I would remove the car for extra immersion though.
Quote:

Originally Posted by AsphyxiaJLSA (Post 2765031)
Spoiler

So at what point does this take place? After the gauntlet alarm event on c1m3_mall?

Thank Tank Rush and AsphyxiaJLSA for all your wonderful work :D

Marttt 12-05-2021 08:33

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by thewintersoldier97 (Post 2765088)
Great work. I just wonder is putting those line in the global filter delete all those props in all maps? Can I just put it in the map stripper only?

Yes, you can put in the global_filters.cfg (for all maps), or map specific.
Usually this props and models doesn't affect the game (only visual).
I made a similar list somewhere make some maps playable without "ED-Alloc: no free edicts"

AsphyxiaJLSA 12-05-2021 11:49

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
I did a search event, take Sky's stripper as an example, and did it my way. I need to add things like the spark particle, the wire model. But without these objects the event works fine :)

fill the generator to activate the mountain event

https://i.imgur.com/dEckEnc.png

https://i.imgur.com/GSLBkIm.png

I leave an example of how to create the event I hope you like it. :) and the video ofsearch event with a generator

Search event with generator COMPLETED CLICK HERE NICE :D

thewintersoldier97 12-07-2021 12:17

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by Marttt (Post 2765110)
Yes, you can put in the global_filters.cfg (for all maps), or map specific.
Usually this props and models doesn't affect the game (only visual).
I made a similar list somewhere make some maps playable without "ED-Alloc: no free edicts"

Thank you, testing it now :D
Quote:

Originally Posted by AsphyxiaJLSA (Post 2765121)
Spoiler

LoL nice, although those gas cans placement seem a bit extreme :bee:

Marttt 12-07-2021 12:50

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
I did some changes to the Tank Challenge map

You can check it here:

[L4D2] Tank Challenge Ladder

TypicalType 03-17-2022 14:27

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
1 Attachment(s)
https://cdn.discordapp.com/attachmen...12/unknown.png


I made this event a few months ago and i decided to share it here.. its also inspirated from source,
you can improve the code if you want to. here a video to showcase the scavenge https://www.youtube.com/watch?v=rVq23AX9my8

marki89 03-17-2022 17:26

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by TypicalType (Post 2774497)
https://cdn.discordapp.com/attachmen...12/unknown.png


I made this event a few months ago and i decided to share it here.. its also inspirated from source,
you can improve the code if you want to. here a video to showcase the scavenge https://www.youtube.com/watch?v=rVq23AX9my8


thanks for sharing :)
it looks very good :up:

TypicalType 03-18-2022 13:55

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by marki89 (Post 2774523)
thanks for sharing :)
it looks very good :up:

thanks, i might post more events soon :D

HarryPotter 03-18-2022 14:56

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by TypicalType (Post 2774497)

I made this event a few months ago and i decided to share it here.. its also inspirated from source,
you can improve the code if you want to. here a video to showcase the scavenge https://www.youtube.com/watch?v=rVq23AX9my8

cool, nice work

marki89 03-18-2022 15:38

Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
 
Quote:

Originally Posted by TypicalType (Post 2774616)
thanks, i might post more events soon :D

I look forward to your events :wink::mrgreen:


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