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[L4D2] Scavenge Remix


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pvtschlag
Member
Join Date: Nov 2009
Old 01-06-2010 , 18:03   Re: [L4D2] Scavenge Remix
Reply With Quote #31

Updated, see first post.
Code:
* Version 0.2.1:
-Added check to make sure all changed cvars get restored
Quote:
Couple of suggestions my friends and I came up with...
I am already planing something similar to both of these.

There will be a cvar which will enable sets. Each set will have as many gas can locations as needed. More then 16 in a set and it will choose 16 random ones from that set. If this cvar is not set then the plugin will choose 16 random cans(with a check for duplicates) from ALL sets for those people who don't want to use sets.

Also there will be a cvar to enable a proximity check. When this is enabled the plugin checks for nearby possible spawn locations when it randomly chooses a can. If it finds a close can it will select it to spawn too. It will then select another random can and repeat.
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cigs
Senior Member
Join Date: Jul 2006
Old 01-06-2010 , 18:52   Re: [L4D2] Scavenge Remix
Reply With Quote #32

Keep it up, pvtschlag. Absolutely great! Looking forward to it.
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crazydog
AlliedModders Donor
Join Date: Jan 2006
Old 01-06-2010 , 19:48   Re: [L4D2] Scavenge Remix
Reply With Quote #33

Quote:
Originally Posted by pvtschlag View Post
Updated, see first post.
There will be a cvar which will enable sets. Each set will have as many gas can locations as needed. More then 16 in a set and it will choose 16 random ones from that set. If this cvar is not set then the plugin will choose 16 random cans(with a check for duplicates) from ALL sets for those people who don't want to use sets.

Also there will be a cvar to enable a proximity check. When this is enabled the plugin checks for nearby possible spawn locations when it randomly chooses a can. If it finds a close can it will select it to spawn too. It will then select another random can and repeat.
Good to hear!

I'd still like a feature to tie multiple cans together, since those two could still be all alone.
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cigs
Senior Member
Join Date: Jul 2006
Old 01-06-2010 , 20:57   Re: [L4D2] Scavenge Remix
Reply With Quote #34

I think that's what's intended. If I'm not mistaking you can tie multiple cans together in a set of 16. So you can make sure no cans are alone in your set. He added that if your set of 16 actually has more than 16 can locations in it, that it will randomly pick out of that set of (for example) 18 cans.
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crazydog
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Join Date: Jan 2006
Old 01-06-2010 , 21:00   Re: [L4D2] Scavenge Remix
Reply With Quote #35

I see. Alright, sounds good.
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hutz
Junior Member
Join Date: Dec 2009
Old 01-07-2010 , 19:53   Re: [L4D2] Scavenge Remix
Reply With Quote #36

nvm forget it, found how to be a survivor on your own in scav and throw cans w/o having the server shut down.

Last edited by hutz; 01-08-2010 at 05:09.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 01-08-2010 , 19:05   Re: [L4D2] Scavenge Remix
Reply With Quote #37

so i uploaded this to a server since you refuse to support local support (which editing cans seems rather natural to run as a local)..

still wont work. it wont even go into edit mode (unlike when i try it locally). it just screws up the server and all the cans disappear.

oh and im still getting client 0 error messages:
Code:
L 01/08/2010 - 17:46:26: [SM] Native "PrintToChat" reported: Client index 0 is invalid
L 01/08/2010 - 17:46:26: [SM] Displaying call stack trace for plugin "l4d2scav_remix.smx":
L 01/08/2010 - 17:46:26: [SM]   [0]  Line 207, /home/groups/alliedmodders/forums/files/6/3/5/0/1/56793.attach::Command_EditCans()
my console is also filled with a bunch of crap info.. heres the last couple lines of the console:
Code:
PKT  >>  (******************H******************.*********騎***************************..*********(.*********!P 288ee348 8ee7888e e9a88eed e88eef08 8ff1288f f3b02150   
PKT  >>  .`*********E*********..******************+*********.*********w_........ 1260b345 de1411f8 ee2bf2a6 88c0775f 000a1000 00800200   
PKT  >>  .*********1..PL******************g.:5************************************Щ******************}*********/ 00fc3101 17504ce0 ff67153a 35babdaf aad0a9d1 ed7df52f   
PKT  >>  .******************************************************܌************************************̿.*********************************************5********* 07f0ffb3 fa9cd2dc 8cfa9cd2 dcccbf03 e0ffe7e5 bdcc35b3   
PKT  >>  ***************************f.J.*********?.******************.******************.******************.***************************.. bc97b966 024a00ff 3f0ff5f5 adfdaf0e f5f5adfd afca0d00   
PKT  >>  *********..ySE໯ț*.*********}.*.*********?******************)********* fe7f1679 5345e0bb afc89b2a 02df7d03 2a00ff3f cbcf29cd   
PKT  >>  *********}U~Nin*********...************************************2***************************^*********. ed7d557e 4e696eef ab7f0f80 ff9f87f7 32d7ccf0 5ee69a09   
PKT  >>  (.******************                     2801fcff
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pvtschlag
Member
Join Date: Nov 2009
Old 01-08-2010 , 19:31   Re: [L4D2] Scavenge Remix
Reply With Quote #38

You are right, I left out a very important line of code which causes you to still get the client 0 errors. First post has updated version.

The other output is completely normal for when the gamemode gets changed. I'm not sure why editmode did not work for you. Perhaps you can go into more detail on what you did exactly.

The reason I don't support local servers is because some of the key functions that I use to create the editmode do not support a client id of 0. I'm sure I could come up with a work around. However, I do not feel it to be worth the effort because editmode is simply a dev tool, not part of the plugin core.

Code:
* Version 0.2.2:
-Fixed mistake in client 0 error checking code
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 01-09-2010 , 01:56   Re: [L4D2] Scavenge Remix
Reply With Quote #39

process:
used hlsw to change the map to a scavenge - cant use a lobby since im alone.
load up the plugin - i unload it in server config since its not being used yet.
connected to server and got myself on the survivors team
then did 2 different things with basically the same result
- rcon sm_editcans
- in hlsw sm_editcans

i see a bunch of spam scroll by, some of which is apparently my versus config loading up. the cans disappear - and so does most of my hud.

and editmode being a dev tool is exactly why it should be supported by a local. connecting to a remote server just to edit is a major pain in the arse.

d/ling the new version.
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pvtschlag
Member
Join Date: Nov 2009
Old 01-09-2010 , 03:01   Re: [L4D2] Scavenge Remix
Reply With Quote #40

I see where you are going wrong. You are supposed to run those commands from the client. For example, just type sm_editcans in your own console. You must have root SM admin to do this.

When I said it does not support local servers I meant such as the host is playing the game. This would make him client 0, therefore breaking functionality. If you run a srcds on the same PC and then connect to it there would be no issues, and I don't see it being a hassle either.

Perhaps I should of shared the technique I used to make this simple to do. I make a Co-op lobby with just myself. Once I am connected to my server via the lobby I use two commands, sm_cvar sb_all_bot_team 1 and sm_cvar mp_gamemode scavenge. After this I just call a vote for the map I want using the built in game voting. Once the map loads I use sm_editcans and precede to create the spawn locations. Of course you do not need to connect via the lobby, that is just how I like to do it. The mistake you made is failing to set the gamemode to scavenge first.

Hope this helps you get it working.

Last edited by pvtschlag; 01-09-2010 at 03:06.
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