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[L4D2] Scavenge Remix


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cigs
Senior Member
Join Date: Jul 2006
Old 01-19-2010 , 09:41   Re: [L4D2] Scavenge Remix
Reply With Quote #71

I want to suggest the following regarding the sets of can positions we'll be able to create in the next version:

As I understood you planned on creating sets of x number of can, where if there are 18 cans in the set 16 of those will be randomly selected, which is great. However, I think it would even be better if, with each set, we could determin how many have to spawn and how many can be randomly spawned.

For examples: a set with 15 mustspawn cans and 4 randomspawn cans. That way, it will spawn those 15 mustspawn cans and randomly select 1 of 4 randomspawn cans.

You could also use glows for that in sm_editcans, where blue is a mustspawn can and white is a randomspawn can.
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Last edited by cigs; 01-19-2010 at 09:44.
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Big Myke
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Join Date: Jan 2009
Location: Grain Belt, USA
Old 01-19-2010 , 10:34   Re: [L4D2] Scavenge Remix
Reply With Quote #72

Quote:
Originally Posted by cigs View Post

For examples: a set with 15 mustspawn cans and 4 randomspawn cans. That way, it will spawn those 15 mustspawn cans and randomly select 1 of 4 randomspawn cans.
You are saying you only want 4 random cans while the rest of the cans are in set positions that are the same very round? If so, I would disagree. I'd like every can in a different spot after each round like it is. I want plugin to be random as much as it can with out being confusing. I want this plugin to keep players on their toes while they try and make the right decision by choosing which tanks to run off to grab next. I believe this is what Valve should have done in the first place. The OP of this thread is doing a great job at attempting it. I hope your suggestion only confused me and isn't what I think you're suggesting.
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Last edited by Big Myke; 01-19-2010 at 10:38.
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cigs
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Join Date: Jul 2006
Old 01-19-2010 , 10:50   Re: [L4D2] Scavenge Remix
Reply With Quote #73

I'd have more than 1 set. If I were to create just 1 set, then yes, every can would almost be in the same position every round. But that's not the case when I create 3 or 4 sets of these per scavenge map.

My suggestion gives me much more control over how I want my sets to be. If such a control (as suggested) will not be implemented, I would have to create way more sets to accomplish what I want, which I wouldn't mind too much.

I'm sorry if you don't get it or if I'm confusing you. I still think the idea is a marvelous idea.

PS: The example I gave was a simplyfied one to understand my point. An example I'd implement is a 10 mustspawn cans with 10 randomspawn cans set. It would still spawn 16 cans, but just how I like it. I just dont want one part of the map full of cans, with the other side of the map with 0 cans. More control is excellent!
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Last edited by cigs; 01-19-2010 at 10:57.
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Big Myke
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Old 01-22-2010 , 10:40   Re: [L4D2] Scavenge Remix
Reply With Quote #74

Any news on an update?
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desrocchi
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Join Date: Jan 2010
Old 01-25-2010 , 05:22   Re: [L4D2] Scavenge Remix
Reply With Quote #75

I'm experiencing a problem with this mod: the first round of the game all of the spawn locations are active (it means there are far more than 16 cans in game) but once the sides change (survivors go infected) it gets corrected and from then on there will be 16 can on each map.

Any suggestion?

Daniele
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 01-31-2010 , 19:55   Re: [L4D2] Scavenge Remix
Reply With Quote #76

finally got around to installing a dedicated server locally and (eating up an extra 4 gigs) so i can edit cans.

uploaded saved can locations to gsp server that this plugin wont work on in edit (because of changing game mode) and tried a few games. got the exact same results in 2 games on 2 dif maps:

round 1, everything is default on both sides (as if there was no plugin).
round 2, first half no cans spawn, making it unplayable. 2nd half seems to work as it should (get random can spawns).
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Big Myke
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Location: Grain Belt, USA
Old 02-01-2010 , 01:32   Re: [L4D2] Scavenge Remix
Reply With Quote #77

did he give up on supporting this?
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pvtschlag
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Join Date: Nov 2009
Old 02-01-2010 , 01:39   Re: [L4D2] Scavenge Remix
Reply With Quote #78

Nope, just been a bit preoccupied lately. I will try to get the new version finished up sometime this week. I have an idea that will hopefully fix the can spawning issues people have been experiencing.
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Big Myke
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Old 02-02-2010 , 09:55   Re: [L4D2] Scavenge Remix
Reply With Quote #79

Quote:
Originally Posted by pvtschlag View Post
I will try to get the new version finished up sometime this week.

Glad to hear it
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EHG
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Join Date: May 2009
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Old 02-04-2010 , 07:47   Re: [L4D2] Scavenge Remix
Reply With Quote #80

You can set the following netprops to have the original scavenge gascan color and glow.
That last line will also make the can vulnerable to spitters when dropped.

Code:
SetEntProp(gascan, Prop_Send, "m_nSkin", 1);
SetEntProp(gascan, Prop_Send, "m_iGlowType", 3);
SetEntProp(gascan, Prop_Send, "m_glowColorOverride", 16777215);
SetEntProp(gascan, Prop_Data, "m_bVulnerableToSpit", 1);

Last edited by EHG; 02-04-2010 at 16:07.
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