View Single Post
AlexAlcala
Member
Join Date: May 2019
Location: Perú
Old 05-19-2021 , 18:31   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #32

Quote:
Originally Posted by marki89 View Post
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

PHP Code:
; =====================================================
; =========  
PROMOD HUNTINGRIFLE REPLACEMENT  =========
; =====================================================
remove hrs since both are at ammo piles gun spawnsreplace 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_navblockerUnblockNav0-1"
        "OnTrigger" "breakwall_bathroom_triggerEnable0-1"
    
}
    
insert:
    {
        
"OnTrigger" "block_early_eventskipKill10-1"
    
}
}
; <
make wall breakable at all timesby 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 (oversizedbut heyit'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_autovoor "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 (shoproute
    
"hammerid" "196274"
}
{
    ; 
remove logic comparison for selecting either stairway or hallway (shoproute
    
"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 escalatorlower)
    
"hammerid" "661312"
}
{
    ; 
remove glass part for new escalator -- func breakable 1 (replaced final escalatorupper)
    
"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 levelto 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 leftpast 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 BUGSMUROS 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"

I don't know what you want me to do with this cfg

Last edited by AlexAlcala; 05-19-2021 at 19:02.
AlexAlcala is offline