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[L4D2] Routing (Dynamic Paths)


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ellis
Senior Member
Join Date: Apr 2010
Old 07-27-2011 , 09:45   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #321

as long valve not have fixed this bug i provide a fix for this

It fixes the exploit on dead air map2 where you can shoot from the rooftop, the alarm car. a known exploit since l4d1

Maybe it would be a good addition for the stripper file in the first post.

btw. some files in stripper.cfg are fixed by valve, they provide now some "quality " map fixes with her updates sometimes.
they have fixed the rollercoaster exploit ( c2m3_coaster ) and the swamp fever plane crescendo ( c3m2_swamp )

normally the files can marked as fixed.


credits for the fix to Ydiss and his l4d pro maps

Before
[IMG]http://img580.**************/img580/1113/c11m2offices0001.th.jpg[/IMG]

Fix
[IMG]http://img51.**************/img51/7130/c11m2offices0002.th.jpg[/IMG]
Attached Files
File Type: cfg c11m2_offices.cfg (1.1 KB, 258 views)
ellis is offline
Sal Grosso
Junior Member
Join Date: Aug 2011
Old 08-05-2011 , 10:07   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #322

Sorry my english. I'm new and noob in "mod" stuff, and made a server. I like so much this plugin.
Where i can get the files of the new maps with guns for L4D2 (c7, c8 and c11)?
Thanks.
Sal Grosso is offline
Sev
Veteran Member
Join Date: May 2010
Old 10-06-2011 , 19:49   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #323

Might have been asked before.

Not sure. I might even have been the one to ask.

Any cvar command to disable pathinfo announcement when leaving saferoom?

The idea is keep the paths anonymous/random until you proceed.
Sev is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 10-07-2011 , 07:17   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #324

There is not, however you can comment out the lines 102 and 121 with PrintToChatAll and thus disable chat announcements.
AtomicStryker is offline
Simca
Senior Member
Join Date: Feb 2012
Old 04-22-2012 , 03:05   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #325

Quote:
Originally Posted by Eraa View Post
Here every file I Create/Edit. Better to use on versus with more 8 player.

----------
DEAD CENTER MAPS :
----------
c1m1_hotel : untalented version modified
c1m3_mall : Major change in final room for the hard path only
Start : http://img338.**************/img338/3216/c1m3mall01.jpg
Event (Modified) : http://img96.**************/img96/3122/c1m3mall02.jpg & http://img168.**************/img168/5061/c1m3mall03.jpg
Final : http://img63.**************/img63/664/c1m3mall04.jpg - http://img267.**************/img267/5521/c1m3mall05.jpg - http://img411.**************/img411/6800/c1m3mall06.jpg
----------
THE DARK CARNIVAL MAPS :
----------
c2m1_highway : hard path modified. #1 #2
c2m2_fairgrounds : untalented version modified
c2m3_coaster : untalented version modified
c2m4_barns : untalented version modified
----------
SWAMP MAPS :
----------
c3m1_plankcountry hard to take screen many additions :
After the river : #1
Final Zone : #1 #2 #3 #4
c3m2_swamp :
before the event : #1 #2
After the aircraft and middle map : #1 #2 #3
c3m3_shantytown : a little modif
Befor the event : #1
Stop direct acces to saferoom : #1
c3m4_plantation : elevate the park hedge #1 #2 #3
----------
THE HARD RAIN MAPS :
----------
All map have being modified. Some good idea taken from untalented version. On c4m3 i have add fence on elevator like c6m3, that prevent spitter ganking for the survivor.
c4m1_milltown_a : #1 #2 #3 #4
c4m2_sugarmill_a : #1 #2 #3 #4 #5
c4m3_sugarmill_b : #1 #2 #3 #4
c4m4_milltown_b : #1 #2 #3 #4
----------
THE PARISH MAPS :
----------
c5m1_waterfront : untalented version modified
c5m2_park : I redid the hard and medium path of the maze. #1 #2 #3 #4 #5
c5m4_quarter : untalented version modified (only final fence)

Have fun !

Update:
Add all files + death aboard 2 on the ZIP with the weapons on start of each maps.
why are some maps (cfg) missing in no weapons in spawn?

Also c3m3_shantytown.cfg is pretty messy.

Last edited by Simca; 04-22-2012 at 03:18.
Simca is offline
noctua
Member
Join Date: Dec 2010
Old 05-06-2012 , 16:42   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #326

is this working with l4d1?

Bots need some tweaks, they run often into fire on my modified aprtment map.

http://s1.directupload.net/file/d/2882/zncha4jp_jpg.htm
http://s1.directupload.net/file/d/2882/bhis495p_jpg.htm
http://s14.directupload.net/file/d/2882/epln7ydd_jpg.htm
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chatyak
Senior Member
Join Date: Aug 2011
Old 05-13-2012 , 16:28   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #327

I cannot get this working at all and it is very frustrating.

I installed both stripper and the plugin to their correct areas. I also created the 3 directories under the data/maps section.

I spawned the objects on the maps and saved them using #3 save to object file, then I saved using #2.

Example)

1) Place box.
2) Save pressing #3
3) Save pressing #2 then choosing Easy.
4) Going into the plugin cache c5m1_waterfront_init.txt file
5) Inside versus I place:

"versus"
{
"total" "2"
"path1" "c5m1_waterfront_1"
"path2" "c5m1_waterfront_2"

}



The map never loads any objects. All it ever tells me is that "This map doesn't have routing".

What is going on here? Where am I making the mistake?
chatyak is offline
chatyak
Senior Member
Join Date: Aug 2011
Old 05-14-2012 , 02:05   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #328

I have solved the issue. Was confusing two different plugins at the same time
chatyak is offline
chatyak
Senior Member
Join Date: Aug 2011
Old 08-31-2012 , 16:54   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #329

Hi Atomic,

I'd like to add to my previous comments months ago. I have both this routing plugin working plus the "object spawner" plugin http://forums.alliedmods.net/showthread.php?t=127418

My question is - how do I get the objects I spawn in the "object spawner plugin" to be hard-saved into the routing plugin?

As it stands now - the routing plugin is working on its own, choosing an easy, medium, hard path etc.. and it works great.


However, if I spawn objects and save them as that plugin says - those objects are random - meaning that one team may get a certain path and the 2nd round team#2 gets a different way. (the routing plugin always keeps the same path for both sides - but the object spawner chooses from a set of randoms)

I'm just a bit confused on how to save the objects into an easy or medium path so its the same for both sides.

Best,



****EDIT: Nevermind, I believe I have figured it out - the object spawner has a cvar to keep the paths the same, somehow that was missed.

Last edited by chatyak; 08-31-2012 at 18:33.
chatyak is offline
chatyak
Senior Member
Join Date: Aug 2011
Old 10-14-2012 , 19:13   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #330

Does this interfere with instant-kill zones of death charges? I was told stripper source may be the issue but I'm not sure if it's related to this plugin. Other thread is here: http://forums.alliedmods.net/showthread.php?p=1818908

Best,
chatyak is offline
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