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[L4D] Tank Spawn [Update 13. 08. 2017]


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Author
Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation, Omsk
Plugin ID:
5146
Plugin Version:
1.5
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Old 04-19-2016 , 06:41   [L4D] Tank Spawn [Update 13. 08. 2017]
    Reply With Quote #1

    Hi all.
    This plugin spawn the tank on each map.
    PHP Code:
    16. 04. 2016 Release
    28. 07. 2017 Updated version of the pluginfixed many bugsupdated to the new syntax, and so on.
    30. 07. 2017 - For a more realistic gameadded a double random time.
    09. 08. 2017 Survivor gets the weapon with the appearance of the tank  on the first map coop.
    13. 08. 2017 Fixed bugs from previous version when all players could not obtain a weapon.
    13. 08. 2017 Fixed bugs from the previous versionthe appearance of a plurality of tanks at a time
    This version is only for left 4 dead, the tests took place only in co-op.
    Don't forget to remove the old AutoConfig.
    Attached Files
    File Type: smx l4d_tank_spawn.smx (8.1 KB, 472 views)
    File Type: sp Get Plugin or Get Source (l4d_tank_spawn.sp - 1226 views - 6.8 KB)

    Last edited by Alexmy; 08-13-2017 at 09:29.
    Alexmy is offline
    Sev
    Veteran Member
    Join Date: May 2010
    Old 04-19-2016 , 13:04   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #2

    Does this work in Coop, or this VS only?

    I've never seen this sort of thing perfected in Coop, so hopefully it does.

    Last edited by Sev; 04-19-2016 at 13:04.
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    Alexmy
    Senior Member
    Join Date: Oct 2014
    Location: Russian Federation, Omsk
    Old 04-19-2016 , 13:12   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #3

    Quote:
    Originally Posted by Sev View Post
    Does this work in Coop, or this VS only?

    I've never seen this sort of thing perfected in Coop, so hopefully it does.
    Plugin for "COOP" regime and all, at the expense of other modes I have not tested.
    Alexmy is offline
    Sev
    Veteran Member
    Join Date: May 2010
    Old 04-19-2016 , 14:37   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #4

    Pretty neat idea.

    Some comments/requests.

    1. Sometimes the plugin spawns too many tanks. I take it the tank spawned by the plugin doesn't count towards when the director will spawn its own tank, which is fine since the plugin tank is spawned on a timer. I ended up having to face 3 tanks at one point. One early in the map, then 2 more at the same time later on.

    I like the idea of having to face 2 tanks at different times, since that was possible in L4D1. However it shouldn't spawn multiple tanks in the same area. Hopefully that can be fixed.

    2. I would like a cvar option to outright disable the tanks spawning in the final maps of campaigns, different from the radio. I realize some players might like the idea of having to face 3 tanks in the final map. Others might want to just deal with the 2 tanks in the finale.

    3. I'd like a cvar option that will randomize the timer for the tank and the witch, instead of it always being set in stone.

    4. I noticed one time a witch spawned on a roof, and also tanks can spawn pretty much right in front of the survivors. Hopefully something can be done to tweak their spawn radius or spawn locations.

    Last edited by Sev; 04-19-2016 at 14:39.
    Sev is offline
    Alexmy
    Senior Member
    Join Date: Oct 2014
    Location: Russian Federation, Omsk
    Old 04-19-2016 , 15:49   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #5

    1. I have a little knowledge, I tried to keep track of the tank created from the director's game but without success.

    2. You will definitely need a cvar, the appearance of tanks from the beginning of the final map. I can change your event tanks, the tank will not appear on the final maps.

    3. I do not like the interval, I deliberately made that way.

    4. What is your part of the game
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    cravenge
    Veteran Member
    Join Date: Nov 2015
    Location: Black Hole
    Old 04-19-2016 , 21:17   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #6

    Quote:
    Originally Posted by Sev View Post
    Pretty neat idea.

    Some comments/requests.

    1. Sometimes the plugin spawns too many tanks. I take it the tank spawned by the plugin doesn't count towards when the director will spawn its own tank, which is fine since the plugin tank is spawned on a timer. I ended up having to face 3 tanks at one point. One early in the map, then 2 more at the same time later on.

    I like the idea of having to face 2 tanks at different times, since that was possible in L4D1. However it shouldn't spawn multiple tanks in the same area. Hopefully that can be fixed.

    2. I would like a cvar option to outright disable the tanks spawning in the final maps of campaigns, different from the radio. I realize some players might like the idea of having to face 3 tanks in the final map. Others might want to just deal with the 2 tanks in the finale.

    3. I'd like a cvar option that will randomize the timer for the tank and the witch, instead of it always being set in stone.

    4. I noticed one time a witch spawned on a roof, and also tanks can spawn pretty much right in front of the survivors. Hopefully something can be done to tweak their spawn radius or spawn locations.
    I agree with Sev, disabled it in my servers after using it. If you need help with the comments, all you can do is:
    1. Add checks if number of tanks spawned exceeds more than 6. Also, check if whether the tanks are spawned by your plugin or the director.
    2. For the cvar, hook round_start event and add check if it's in finales. For example:
      PHP Code:
      public Action:OnRoundStart(Handle:event, const String:name[], bool:dontBroadcast)
      {
            
      HasFinaleStarted false// for the timer to start.
            
            
      if(IsFinale())
            {
                  
      CreateTimer(1.0ClearAllTanksTIMER_REPEAT); // Find all tanks.
            
      }
      }

      bool:IsFinale()
      {
            new 
      entcount GetEntityCount();
            new 
      String:entname[50];

            for (new 
      1entcounti++)
            {
                  if (!
      IsValidEntity(i))
                  {
                        continue;
                  }

                  
      GetEdictClassname(ientnamesizeof(entname));
                  if (
      StrContains(entname"trigger_finale") > -1)
                  {
                        return 
      true;
                  }
            }

            return 
      false;
      }

      public 
      Action:ClearAllTanks()
      {
           
      /** some coding here as I don't know how to detect tanks spawned either by plugin or director.. **/
           
           
      if(HasFinaleStarted)
           {
                 return 
      Plugin_Stop// stop the repeating timer once finale has started.
           
      }
           else
           {
                 return 
      Plugin_Continue// keep kicking tanks.
           
      }
      }

      public 
      Action:OnTankSpawn(Handle:event, const String:name[], bool:dontBroadcast)
      {
           if(
      IsFinale())
           {
                 
      CreateTimer(1.0SpawnTank);
           }
      }

      public 
      Action:SpawnTank(Handle:timer)
      {
           
      /** another coding stuffs here **/
           
           
      return Plugin_Stop// kill the timer after tanks are spawned.
      }

      public 
      Action:OnFinaleStart(Handle:event, const String:name[], bool:dontBroadcast)
      {
           
      HasFinaleStarted true// needed to stop the timer.
      }

      public 
      Action:OnRoundReset(Handle:event, const String:name[], bool:dontBroadcast)
      {
           
      HasFinaleStarted false// if mission_lost or finale_win.


    Last edited by cravenge; 04-19-2016 at 21:42.
    cravenge is offline
    luigixD
    Junior Member
    Join Date: May 2016
    Old 05-08-2016 , 15:21   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #7

    from this plugin you can make a tank rush for L4D1 but there is no conflict with the superversus plugin?
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    cravenge
    Veteran Member
    Join Date: Nov 2015
    Location: Black Hole
    Old 05-08-2016 , 23:03   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #8

    Quote:
    Originally Posted by luigixD View Post
    from this plugin you can make a tank rush for L4D1 but there is no conflict with the superversus plugin?
    I think Invincible Tank Survival 2 is the plugin to make tank rush. I'm currently modifying it to spawn tanks whether the survivors left start area/saferoom or one of them opened the saferoom.

    Sorry about this and the author as I don't intend to hijack this thread.
    cravenge is offline
    luigixD
    Junior Member
    Join Date: May 2016
    Old 05-09-2016 , 23:03   Re: [L4D & L4D2] ROUND START TANK and WITCH
    Reply With Quote #9

    Quote:
    Originally Posted by cravenge View Post
    I think Invincible Tank Survival 2 is the plugin to make tank rush. I'm currently modifying it to spawn tanks whether the survivors left start area/saferoom or one of them opened the saferoom.

    Sorry about this and the author as I don't intend to hijack this thread.

    then you created a serious problem the tank rush that does not cause incompatibility with superversus.smx plugin, let me know when you have it please you'm looking for
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    Alexmy
    Senior Member
    Join Date: Oct 2014
    Location: Russian Federation, Omsk
    Old 07-28-2017 , 08:27   Re: [L4D] Tank Spawn [update 28. 07. 2017]
    Reply With Quote #10

    Not a lot of updates.
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