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Search: Posts Made By: DarkSynergy
Forum: Plugins 04-21-2012, 13:33
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

There would have to be changes to give human players control over some of the special tank abilities (jump, warp, cobalt charge, etc.) instead of them being automatically activated periodically. That...
Forum: Plugins 04-21-2012, 12:45
Replies: 612
Views: 284,531
Posted By DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.1.0 (19.04.12)

So TF2Items isnt recognizing the Haunted quality index?
Forum: Plugins 04-20-2012, 21:29
Replies: 612
Views: 284,531
Posted By DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.1.0 (19.04.12)

Done.

I did notice, however, that this error doesnt occur with version 2.0.9. Perhaps its an issue with version 2.1.0 of the plugin and/or TF2ItemsInfo?
Forum: TF2Items 04-20-2012, 03:26
Replies: 1,524
Views: 1,259,519
Posted By DarkSynergy
Re: TF2Items - Items with custom attributes.

L 04/20/2012 - 00:05:50: SourceMod error session started
L 04/20/2012 - 00:05:50: Info (map "cp_gorge") (file "errors_20120420.log")
L 04/20/2012 - 00:05:50: [SM] Native "TF2Items_SetQuality"...
Forum: Plugins 04-20-2012, 03:08
Replies: 612
Views: 284,531
Posted By DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.1.0 (19.04.12)

L 04/20/2012 - 00:05:50: SourceMod error session started
L 04/20/2012 - 00:05:50: Info (map "cp_gorge") (file "errors_20120420.log")
L 04/20/2012 - 00:05:50: [SM] Native "TF2Items_SetQuality"...
Forum: Unapproved Plugins 04-18-2012, 03:05
Replies: 138
Views: 82,586
Posted By DarkSynergy
Re: Auto Swap Team

I would suggest also removing players' armor (or at least giving an option to do so) along with their weapons if said option is enabled.
Forum: Plugins 04-17-2012, 01:38
Replies: 612
Views: 284,531
Posted By DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.0.8 (09.04.12)

Ah that would explain why nobody else has run into that problem lol. Still seems kinda odd that it cant access the game files though. Also, inb4 somebody says "dont run sourcemod on a listen server"
Forum: Plugins 04-16-2012, 21:08
Replies: 612
Views: 284,531
Posted By DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v2.0.8 (09.04.12)

Im having a problem where the plugin cannot load items_game.txt unless I extract it from the gcf.


L 04/16/2012 - 17:50:34: SourceMod error session started
L 04/16/2012 - 17:50:34: Info (map...
Forum: Plugins 04-07-2012, 18:12
Replies: 41
Views: 47,454
Posted By DarkSynergy
Re: Team Only Noblock

Plugins that modify collision groups seem to cause odd physics behavior after a while: http://forums.alliedmods.net/showthread.php?t=99819
Forum: Plugins 04-05-2012, 17:38
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

I was thinking perhaps so plugins like this one would be able to spawn lots of SI in certain situations (Jockey Tank throwing a whole bunch of jockeys onto the battlefield), but still only having the...
Forum: Zombie:Reloaded 04-04-2012, 22:41
Replies: 1
Views: 1,143
Posted By DarkSynergy
Re: How to add ARMOR to !zmarket

I added these to weapons.txt and it seems to work. When viewing current saved loadout though, it shows up as "NVGs: Yes" probably because it was never intended to handle armor.


"Kevlar Vest"
{...
Forum: Plugins 04-04-2012, 22:35
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

Is there a way to make the director only spawn the normal amount of SI, but allow plugins such as this one to spawn additional ones?



He said that was for making sure the jockey tank could...
Forum: Plugins 04-04-2012, 13:29
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

Hmm what is this Infected Limit Remover youre talking about? Will it impact SI automatically spawned by the director?
Forum: Zombie:Reloaded 04-04-2012, 00:58
Replies: 0
Views: 895
Posted By DarkSynergy
Round-ending kill counts as TK?

Im having a problem where killing the last zombie (as a human) or killing the last human (as a zombie) counts as a teamkill. I think its probably related to the teams being re-balanced after the...
Forum: Plugins 04-03-2012, 18:08
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

I think its a problem with the map itself that causes tanks to sometimes spawn stuck in the dark carnival finale. Even with 1 tank per wave, the tank sometimes gets stuck.
Forum: Plugins 03-31-2012, 18:10
Replies: 416
Views: 274,874
Posted By DarkSynergy
Re: [L4D & L4D2] Gear Transfer (1.5.8) [30-Mar-2012]

The bots were standing right on top of the items and just wouldnt pick them up. They also stopped automatically transferring me items they were carrying. I rolled back to 1.5.7 and everything is...
Forum: Plugins 03-30-2012, 23:36
Replies: 416
Views: 274,874
Posted By DarkSynergy
Re: [L4D & L4D2] Gear Transfer (1.5.8) [30-Mar-2012]

In 1.5.8, the bot auto-give and auto-pickup functionality seems to sometimes stop working in the middle of a game.

All bot transferring settings are default except I enabled it in versus (whereas...
Forum: Plugins 03-30-2012, 23:05
Replies: 612
Views: 284,531
Posted By DarkSynergy
Re: [TF2Items] Bot Weapon Randomizer v1.2.0 (30.03.12)

Is there any way to forbid bots from using certain items, like perhaps making it an option to have a config files of items to exclude?
Forum: Plugins 03-30-2012, 23:02
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

Ah I see. It seems that the specific SI limits arent enforced for forcibly-spawned SI, as I can "z_spawn" up to 3 of one type of SI when the limit is set to 1. As for why I can only spawn 3 of them,...
Forum: Plugins 03-30-2012, 20:30
Replies: 345
Views: 336,270
Posted By DarkSynergy
Re: [L4D2] Super Tanks

Seems like you made a lot of improvements to this :). Ill test and report errors if I find any.

Btw, the plugin sets a bunch of cvars regarding SI limits to 32, which was causing some side-effects...
Forum: Plugin/Gameplay Ideas and Requests 03-20-2012, 01:40
Replies: 4
Views: 2,160
Posted By DarkSynergy
Re: L4D2 Change Attributes

A lot of attributes can be changed by modifying the values existing l4d2 cvars (mainly the "survivor_" and "z_" cvars), so you might look at those to see what you can do already:...
Forum: Plugin/Gameplay Ideas and Requests 03-19-2012, 18:52
Replies: 4
Views: 2,368
Posted By DarkSynergy
Re: L4D2 load/unload plugins based on player count

You could check the number of players every time a player replaces a survivor bot or a survivor bot replaces a player (there are game events for that), and change other plugins' cvars based on the...
Forum: Plugins 03-18-2012, 22:58
Replies: 34
Views: 21,600
Posted By DarkSynergy
Re: [L4D2] Versus balancer

It's just a more direct way of doing it. If you do decide to change it, you should probably save the handles to a variable instead of doing FindConVar every time though.
Forum: Plugins 03-18-2012, 18:50
Replies: 34
Views: 21,600
Posted By DarkSynergy
Re: [L4D2] Versus balancer

Is there a reason why you used ServerCommand to change the spawn times instead of just using SetConVarInt? All sm_cvar does is check a bunch of things and then set the cvar to the specified value.
Forum: Plugin/Gameplay Ideas and Requests 03-18-2012, 18:07
Replies: 4
Views: 2,368
Posted By DarkSynergy
Re: L4D2 load/unload plugins based on player count

You could probably edit the plugin itself to enable/disable features based on a player count:

new humansurvivors = 0;
for (new i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i) &&...
Showing results 1 to 25 of 47

 
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