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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-04-2010 , 14:04   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #29

yeah i dont remove lasers either.

bad news though, still broken for me.

cfg settings: i want saferoom medis, the rest pills.
Quote:
"Medkits, outside Saferoom"
{
"classname" "weapon_first_aid_kit_spawn"
"removal_factor" "0.0" // remove 60% of map Medkits
"convarremove" "srs_remove_map_medkits_factor"

"replace_factor" "1.0" // replace all remaining(!) Medkits with...
"convarreplace" "srs_replace_map_medkits_factor"
"replace_classname" "weapon_pain_pills_spawn" // Pills!
"convarreplaceclass" "srs_replace_map_medkits_with"

"aroundspawnpoint" "no" // this specifies the setting as "all but saferoom"
}

"Medkits, inside Saferoom"
{
"classname" "weapon_first_aid_kit_spawn"
"removal_factor" "0.0" // do not remove any saferoom Medkits
"convarremove" "srs_remove_start_medkits_factor"

"replace_factor" "0.0" // replace all saferoom Medkits with...
"convarreplace" "srs_replace_start_medkits_factor"
"replace_classname" "weapon_pain_pills_spawn" // Pills!
"convarreplaceclass" "srs_replace_start_medkits_with"

"aroundspawnpoint" "yes"
we played parish. map 1 medkits in spawn, map 2 and 3 pills in spawn, and medkits all over the map.

here is the log.
Attached Files
File Type: zip medkit woes.zip (15.4 KB, 137 views)
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