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[L4D2] Routing (Dynamic Paths)


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-07-2010 , 12:37   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #31

It works all by itself UNLESS you force a path.
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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 05-07-2010 , 12:47   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #32

is this for co op?
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Inker
SourceMod Donor
Join Date: Dec 2008
Old 05-07-2010 , 13:48   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #33

So if you don't force a path, will it choose from the easy/medium/hard at random when the map starts?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 05-07-2010 , 13:52   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #34

Quote:
Originally Posted by IronWarrior View Post
So do you have to manually use the command when playing to change the paths or is it automated when the server is online?

Is it possible to add a command to make the paths ramdon when you play please?

its random by default. and you dont have to do anytihng to get it going except to install the plugin and stripper+cfg's.


Quote:
Originally Posted by Inker View Post
So if you don't force a path, will it choose from the easy/medium/hard at random when the map starts?
yes once the saferoom door opnes it chooses a path randomly and both teams get that path.

Last edited by GanjaStar; 05-07-2010 at 13:55.
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siangc
Senior Member
Join Date: Mar 2010
Old 05-07-2010 , 14:00   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #35

works great now. is it possible to get rid of ALL of the "invisible" walls, where you can't spawn as infected?
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kwski43
Senior Member
Join Date: Mar 2009
Old 05-07-2010 , 14:04   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #36

oh cool, I like c1m1_hotel cutscene gnome
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 05-07-2010 , 14:07   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #37

Quote:
Originally Posted by kwski43 View Post
oh cool, I like c1m1_hotel cutscene gnome
i saw him in parish too ;)
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-07-2010 , 14:22   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #38

Quote:
Originally Posted by ghosthunterfool View Post
is this for co op?
no it is versus only.

atomic, why dont ya just disable the force command after the path has been triggered.
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Cobalty2004
Junior Member
Join Date: Sep 2009
Old 05-07-2010 , 15:06   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #39

So nobody knows how to create config files for the other maps to give them some sense of randomization and dynamic playability?

Its a shame only 4 maps out of 20 have this feature.

Obviously some cannot such as:

Dead Center 1, 4

Dark Carn 1

Swamp 4

Parish 5

But the rest should be large and easy enough to do
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JackieChan
AlliedModders Donor
Join Date: Nov 2009
Old 05-07-2010 , 15:31   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #40

Quote:
Originally Posted by siangc View Post
works great now. is it possible to get rid of ALL of the "invisible" walls, where you can't spawn as infected?
Nope. Doing so would involve editing the map itself.
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