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[L4D2] Sky (comp. config), that adds only the additional events to camapigns?


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BloodyBlade
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Join Date: Feb 2018
Old 12-26-2022 , 14:06   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Quote:
Originally Posted by TypicalType View Post


Hello, after almost 7 months since i shared an event i've came here today to share an another one.

I would say its one of the biggest events i've done so far, took me almost 2 weeks to complete this one.

And it's recommended that you download the Silver's lamp plugin along with my preset CFG in the zip file since when i was making this event i was checking how some places would look like but i got carried away so im not going to port everything to stripper:source, too much time consuming plus im kinda sick right now.

The event is based on some of the Fenri Neko's maps.

The third map inside the zip file is for consistency between the saferooms.

The event will be still be functional without the Silver's lamp plugin but some places where the event takes in it will look odd.

Enjoy it... or not.
https://www.youtube.com/watch?v=RGaoARXk4VU
With so many tanks, none of the survivors survive.
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TypicalType
Member
Join Date: Mar 2020
Location: Brazil
Old 12-26-2022 , 14:24   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #2

Quote:
Originally Posted by BloodyBlade View Post
With so many tanks, none of the survivors survive.
You can reduce the spawns by deleting the "tank_run_spawn"(s) on the cfg file.
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LN5005
Member
Join Date: Oct 2022
Location: Mad Universe
Old 11-11-2022 , 23:00   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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A c5m3 event.
Players need to collect thermoses and grills scattered around the building to create a rig, and then use this rig to drill through churchguy's saferoom door. I don't think anyone will care to know what the rig is made of, XD.

Preview: https://youtu.be/cUc4D5xIeR4?t=327

It is primarily for use by https://forums.alliedmods.net/showpo...&postcount=145.

You may need to use nav_edit 1 to edit the nav area under the relevant obstacle (the saferoom door and the fence-like thing next to it), otherwise you may have some navigation (pathfinding) problems.

See: https://forums.alliedmods.net/showpo...&postcount=144
Attached Files
File Type: cfg c5m3_cemetery.cfg (16.6 KB, 256 views)

Last edited by LN5005; 11-11-2022 at 23:06.
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 11-12-2022 , 05:49   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
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Thanks everyone for those awesome events!
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King_OXO
Senior Member
Join Date: Dec 2020
Location: Brazil
Old 12-07-2022 , 17:06   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #5

Guys, I'm trying to create an event in which a large model spawns, but I don't know which function makes it large, I tried with modelscale, but it only works for games with the half-life 2 ep 2 engine

does anyone know how to increase the size of the object?

the model is a tank
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Last edited by King_OXO; 12-07-2022 at 17:07.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-23-2022 , 10:37   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #6

Quote:
Originally Posted by King_OXO View Post
Guys, I'm trying to create an event in which a large model spawns, but I don't know which function makes it large, I tried with modelscale, but it only works for games with the half-life 2 ep 2 engine

does anyone know how to increase the size of the object?

the model is a tank
You will probably need something like in the tiny l4d.
https://forums.alliedmods.net/showthread.php?p=2643974

Only in large and then let the clients dl the tanks models/skin stuff.

Like here:
https://forums.alliedmods.net/showthread.php?t=318739

Think Dragokas has lots of custom models in the bloody witch server and they download while connecting.

For your tank approach it shouldn't be to hard to resize the original model, since you have them already in normal.
(not that I know how to do that anyways)

If the model should just be visible in the background you can usethe skybox and place it there but that is just visual then.
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Last edited by finishlast; 12-23-2022 at 10:42.
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TypicalType
Member
Join Date: Mar 2020
Location: Brazil
Old 12-27-2022 , 00:50   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #7

Made an update on the last sequence of the c1m2 pre-mall event.

Just a few minor changes because i wasn't so satisfied about the event before.

- Reduced the absurd amount of tanks, which i instead added custom CI spawns. (bots might still struggle on this one)
- Made tweaks on the hint instruction messages.
- Added a missing damage filter in a "cutscene".
- Adjusted the washed out colors of the cars in the parking lot.

These are only the most noticeable ones, theres another small changes but it's not worth to mention here.

https://www.youtube.com/watch?v=XCoQA4od0AY
Attached Files
File Type: zip pre_mall_event_update.zip (13.6 KB, 293 views)
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Kanashimi
Junior Member
Join Date: Jan 2023
Old 06-01-2023 , 10:32   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #8

Quote:
Originally Posted by TypicalType View Post
Made an update on the last sequence of the c1m2 pre-mall event.

Just a few minor changes because i wasn't so satisfied about the event before.

- Reduced the absurd amount of tanks, which i instead added custom CI spawns. (bots might still struggle on this one)
- Made tweaks on the hint instruction messages.
- Added a missing damage filter in a "cutscene".
- Adjusted the washed out colors of the cars in the parking lot.

These are only the most noticeable ones, theres another small changes but it's not worth to mention here.

https://www.youtube.com/watch?v=XCoQA4od0AY
This breaks horde behavior. I think Valve fucked up your code and is now hordes don't function properly whatsoever throughout the level even at the gunshop.

But at least the tanks still works fine at the end.
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TypicalType
Member
Join Date: Mar 2020
Location: Brazil
Old 06-01-2023 , 21:12   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #9

Quote:
Originally Posted by Kanashimi View Post
This breaks horde behavior. I think Valve fucked up your code and is now hordes don't function properly whatsoever throughout the level even at the gunshop.

But at least the tanks still works fine at the end.
I don't recall modifying anything about the Director nor any Vscripts that modify the Director through the entire level, i've just placed down a few "info_zombie_spawn" on some sequences of the event. Are you sure that the event is causing these issues?
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Kanashimi
Junior Member
Join Date: Jan 2023
Old 06-01-2023 , 22:09   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #10

Quote:
Originally Posted by TypicalType View Post
I don't recall modifying anything about the Director nor any Vscripts that modify the Director through the entire level, i've just placed down a few "info_zombie_spawn" on some sequences of the event. Are you sure that the event is causing these issues?
Yes, the event is causing the issues. I've had a similar issue with Sky's c5m3_cemetery level. It took me a while to find and it turned out the code below breaks horde behavior.
Code:
 "OnMapSpawn" "template_Path_DForceSpawn0-1"
Although it seems harmless on the surface, I think some code straight up breaks nav or AI behavior of some sort 'cause of Valve updates.
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