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[L4D & L4D2] Mission and Weapons - Info Editor (1.26) [15-May-2024]


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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 04-22-2022 , 17:27   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #171

Quote:
Originally Posted by Silvers View Post
Might be better to use Left4DHooks forward:
PHP Code:
forward Action L4D_OnGetMissionVSBossSpawning(float &spawn_pos_minfloat &spawn_pos_maxfloat &tank_chancefloat &witch_chance); 
Thanks for the idea Silvers.
But I found that the tank can be spawned without plugins. All need in the missions folder is to edit files. Take for example hospital.txt
PHP Code:
"1"
            
{
                
"Map" "l4d_hospital01_apartment"
                "DisplayName" "#L4D360UI_Chapter_Apartment"
                "Image" "maps/l4d_hospital01_apartment"
            

Editing
PHP Code:
"1"
            
{
                
"Map" "l4d_hospital01_apartment"
                "DisplayName" "#L4D360UI_Chapter_Apartment"
                "Image" "maps/l4d_hospital01_apartment"
                "SpawnBossThreats" "1"
                "coop_boss_spawning"
                
{
                    
"spawn_witches"                    "0"
                    "spawn_tanks"                    "1"
                
}
            } 
With a high degree of probability that the tank will appear at the beginning of the chapter. Checked on the server windows l4d. Perhaps this information will be useful
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Last edited by Alexmy; 04-22-2022 at 17:28.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-23-2022 , 04:56   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #172

Maybe you need to set "modes/coop/1/SpawnBossThreats" "1" and set the values for "spawn_pos_min" and "spawn_pos_max". Other than that it should work. I see nothing wrong with the way it's been written. You could check with the command "sm_info_mission_list" to verify the data is being modified.
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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 04-24-2022 , 16:16   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #173

Quote:
Originally Posted by Silvers View Post
Maybe you need to set "modes/coop/1/SpawnBossThreats" "1" and set the values for "spawn_pos_min" and "spawn_pos_max". Other than that it should work. I see nothing wrong with the way it's been written. You could check with the command "sm_info_mission_list" to verify the data is being modified.
spawn_pos_max, spawn_pos_max is used for versus mode

PHP Code:
"versus"
        
{
            
"1"
            
{
                
"Map" "l4d_river01_docks"
                "DisplayName" "#L4D360UI_Chapter_Docks"
                "Image" "maps/l4d_river01_docks"
                "TankVariant" "models/infected/hulk_dlc3.mdl"
                "VersusModifier" "1.0"
                "VersusConvertPills" "0.25"
                "versus_boss_spawning"
                
{
                    
"spawn_pos_min"        "0.55"
                    "spawn_pos_max"        "0.95"
                    "tank_chance"        "0"
                    "witch_chance"        "1.0"
                    "witch_and_tank"    "0"
                
}                    
            }

            
"2"
            
{
                
"Map" "l4d_river02_barge"
                "DisplayName" "#L4D360UI_Chapter_Barge"
                "Image" "maps/l4d_river02_barge"
                "VersusModifier" "1.5"
                "VersusConvertPills" "0.25"
                "versus_boss_spawning"
                
{
                    
"spawn_pos_min"        "0.3"
                    "spawn_pos_max"        "0.9"
                    "tank_chance"        "1.0"
                    "witch_chance"        "1.0"
                    "witch_and_tank"    "1"
                
}                    
            }
            
            
"3"
            
{
                
"Map" "l4d_river03_port"
                "DisplayName" "#L4D360UI_Chapter_Port"
                "Image" "maps/l4d_river03_port"
                "VersusModifier" "3.5"    
                "VersusFinaleProgressScoreFactor" "0.85"
                "VersusConvertPills" "0"
                "versus_boss_spawning"
                
{
                    
"tank_chance"        "0"
                    "witch_chance"        "0"
                
}
            }
        } 
Coop

PHP Code:
"modes"
    
{
        
"coop"
        
{
            
"1"
            
{
                
"Map" "l4d_hospital01_apartment"
                "DisplayName" "#L4D360UI_Chapter_Apartment"
                "Image" "maps/l4d_hospital01_apartment"
                "SpawnBossThreats" "1"
                "coop_boss_spawning"
                
{
                    
"boss_threat_radius"             "350"
                    "boss_threat_separation_min"     "1000"
                    "boss_threat_separation_max"     "1500"
                    "spawn_witches"                    "1"
                    "spawn_tanks"                    "1"
                
}
            }

            
"2"
            
{
                
"Map" "l4d_hospital02_subway"
                "DisplayName" "#L4D360UI_Chapter_Subway"
                "Image" "maps/l4d_hospital02_subway"
            
}

            
"3"
            
{
                
"Map" "l4d_hospital03_sewers"
                "DisplayName" "#L4D360UI_Chapter_Sewers"
                "Image" "maps/l4d_hospital03_sewers"
            
}

            
"4"        
            
{
                
"Map" "l4d_hospital04_interior"
                "DisplayName" "#L4D360UI_Chapter_Hospital"
                "Image" "maps/l4d_hospital04_interior"
            
}

            
"5"        
            
{
                
"Map" "l4d_hospital05_rooftop"
                "DisplayName" "#L4D360UI_Chapter_Rooftop"
                "Image" "maps/l4d_hospital05_rooftop"
            
}
        } 
This forces the tank to spawn in the first chapter, without the need to use plugins.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-24-2022 , 17:20   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #174

The plugin prevents having to modify the mission files, which maybe is replaced on server updates. Also allows modifying for 3rd party maps. I personally would think it easier to modify within the plugin.

To note you would do:

PHP Code:
"mission_info"
{
    
"all"
    
{
        
"modes/coop/1/SpawnBossThreats" "1"
        "modes/coop/2/SpawnBossThreats" "1"
        "modes/coop/3/SpawnBossThreats" "1"
    
}

The 1,2,3 etc for each chapter of a campaign.
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loio
Member
Join Date: Apr 2022
Old 05-07-2022 , 06:27   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #175

help!!!

when increase a clip the grenade launcher there is a bug, when entering the saferoom, it restores ammunition completely or sometimes from reloading.
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Diabolik001
Member
Join Date: May 2010
Old 05-13-2022 , 15:00   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #176

Hi Alexmy.
What I did is put this modification in mission.txt
It's l4d1

PHP Code:
                "SpawnBossThreats" "1"    
                "coop_boss_spawning"
                
{
                    
"boss_threat_radius"             "400"
                    "boss_threat_separation_min"     "4000"
                    "boss_threat_separation_max"     "5000"
                    "spawn_witches"                    "1"
                    "spawn_tanks"                    "1" 
In l4d2

PHP Code:
                     "SpawnBossThreats" "1"    
                "coop_boss_spawning"
                
{
                    
"boss_threat_radius"             "400"    
                    "boss_threat_separation_min"     "2000"   
                    "boss_threat_separation_max"     "3000"
                    "spawn_pos_min"    "0.01"
                    "spawn_pos_max"    "0.05"
                    "spawn_witches"    "1"
                    "spawn_tanks"    "1" 
in l4d1 they work perfectly modifying the distance, many appear as they advance, but in l4d2 only 2 or 3 appear as a maximum tank. Witches come out safe at least one per map

Last edited by Diabolik001; 05-13-2022 at 15:08.
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3ipKa
Member
Join Date: Jul 2013
Location: Western Siberia
Old 05-21-2022 , 12:29   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #177

Maybe off topic, but anyway...
If the weapon data was changed, specifically spread, the bullet decals are displayed incorrectly on the client side, I think this cannot be solved, except that the client must have the same weapon script?
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loooollll
New Member
Join Date: Dec 2021
Old 06-01-2022 , 21:42   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #178

survivor_set works properly on listenservers:

https://imgur.com/a/m2JfUNQ
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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 06-12-2022 , 21:14   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #179

Setting "primary_ammo" to a value doesn't seem to change the reserve ammo for the pump shotgun, resorting to using this plugin: https://forums.alliedmods.net/showthread.php?t=334274. What do I need to edit here?

Code:
		"weapon_pumpshotgun"
		{
			"clip_size"					"20"
			"ReloadDuration"			"0.473"
			"CycleTime"					"0.5"
			"Damage"					"25"
			"Range"						"3000"
			"RangeModifier"				"0.7"
		}
Looking at the weapon script I don't think you can set a primary_ammo amount.
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Last edited by Mr. Man; 06-12-2022 at 22:00.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-13-2022 , 07:21   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #180

Quote:
Originally Posted by loio View Post
help!!!

when increase a clip the grenade launcher there is a bug, when entering the saferoom, it restores ammunition completely or sometimes from reloading.
Have you tried Lux' plugins, maybe one of his fixes this I don't know.


Quote:
Originally Posted by Diabolik001 View Post
Hi Alexmy.
What I did is put this modification in mission.txt
It's l4d1
-SNIP-

in l4d1 they work perfectly modifying the distance, many appear as they advance, but in l4d2 only 2 or 3 appear as a maximum tank. Witches come out safe at least one per map
You might be better off using Left4DHooks forward:
PHP Code:
forward Action L4D_OnGetMissionVSBossSpawning(float &spawn_pos_minfloat &spawn_pos_maxfloat &tank_chancefloat &witch_chance); 

Quote:
Originally Posted by 3ipKa View Post
Maybe off topic, but anyway...
If the weapon data was changed, specifically spread, the bullet decals are displayed incorrectly on the client side, I think this cannot be solved, except that the client must have the same weapon script?
I guess so, or you could try setting "L4D2FWA_SpreadPerShot" and "L4D2FWA_MaxSpread" with Left4DHooks, I don't recall if that fixed the issue.


Quote:
Originally Posted by Mr. Man View Post
Setting "primary_ammo" to a value doesn't seem to change the reserve ammo for the pump shotgun, resorting to using this plugin: https://forums.alliedmods.net/showthread.php?t=334274. What do I need to edit here?

-SNIP-

Looking at the weapon script I don't think you can set a primary_ammo amount.
The game has "ammo_shotgun_max" "72" cvar and other "ammo_*" cvars. I don't know if setting reserve ammo side works through this, I only change clip size with it.
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