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[L4D2] Standardized Revamp Structure 1.0 RTW


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-24-2010 , 12:10   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #181

While the Entids themselves are not consistent, their order pretty much is (following the map flow).

The variation ive experienced in my games was minimal ... actually i never noticed a kit for one team where the other had pills.

But youre right of course. Module Owner to the rescue?



[Seriously that sounds so hard ill leave the fun coding it to you]
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 02-25-2010 , 16:14   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #182

is possible to have pills instead of medkits in first aid cabinets? theres nothing at all when srsmod active
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kwski43
Senior Member
Join Date: Mar 2009
Old 02-25-2010 , 16:20   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #183

Quote:
Originally Posted by lexantis View Post
is possible to have pills instead of medkits in first aid cabinets? theres nothing at all when srsmod active
stripper source is the solution I think
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-25-2010 , 18:38   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #184

Quote:
Originally Posted by lexantis View Post
is possible to have pills instead of medkits in first aid cabinets? theres nothing at all when srsmod active

You mean NOTHING in the cabinets? That shouldnt happen, ever.


Set

srs_debug 1
srs_debug_in 1
srs_debug_out 2

and start a map for debug logging. What convars do you use, do you use other plugins manipulating medkits?
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 02-25-2010 , 23:03   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #185

Hey atomic I recently upgraded to the last version you posted and now I'm getting a bunch of this

Code:
L 02/25/2010 - 21:00:57: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:00:57: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:00:57: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:00:57: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
L 02/25/2010 - 21:00:57: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:00:57: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:00:57: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:00:57: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
L 02/25/2010 - 21:00:57: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:00:57: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:00:57: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:00:57: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
wutupz.G.T: no
*DEAD* wutupz.G.T: oops
*DEAD* wutupz.G.T: go to finale see if works fine
L 02/25/2010 - 21:01:31: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:01:31: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:01:31: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:01:31: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
L 02/25/2010 - 21:01:32: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:01:32: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:01:32: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:01:32: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
L 02/25/2010 - 21:01:32: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:01:32: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:01:32: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:01:32: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
L 02/25/2010 - 21:01:59: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:01:59: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:01:59: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:01:59: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
L 02/25/2010 - 21:02:03: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/25/2010 - 21:02:03: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 02/25/2010 - 21:02:03: [SM]   [0]  Line 73, srs.finaleghostspawnrange.sp::FR_OnClientPostAdminCheck()
L 02/25/2010 - 21:02:03: [SM]   [1]  Line 88, srs.main.sp::OnClientPostAdminCheck()
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-26-2010 , 03:49   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #186

Youre not using SDKHooks 1.3
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 02-26-2010 , 04:45   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #187

Quote:
Originally Posted by AtomicStryker View Post
You mean NOTHING in the cabinets? That shouldnt happen, ever.




and start a map for debug logging. What convars do you use, do you use other plugins manipulating medkits?

I also thought that was normal . my cabinets are always empty i only use srs and these 3 cvars. I only find pills scattered across the map, never ever in a cabinet.

sm_cvar director_convert_pills 0
sm_cvar director_convert_pills_critical_health 0
sm_cvar director_convert_pills_to_defib_health 0
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-26-2010 , 07:03   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #188

Well, did you try removing those director_convert cvars and using srsmod?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 02-26-2010 , 10:56   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #189

i don't mind having nothing in the cabinets. I actually prefer it that way. i was just confirming that the guy who posted is not the only one who has empty cabinets.
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 02-26-2010 , 22:22   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #190

Quote:
Originally Posted by AtomicStryker View Post
You mean NOTHING in the cabinets? That shouldnt happen, ever.


Set

srs_debug 1
srs_debug_in 1
srs_debug_out 2

and start a map for debug logging. What convars do you use, do you use other plugins manipulating medkits?
here are the cvars what i have:

//Item Removal Configuration
srs_remove_chainsaw "1"
srs_remove_defib "1"
srs_remove_explosive "1"
srs_remove_grenade_launcher "1"
srs_remove_incendiary "1"
srs_remove_laser "1"
srs_remove_medkits "1"
srs_remove_saferoom_medkits "0"
srs_remove_unreplaced_pills "1"

in the cevo l4d2 config there is also:

//Turn almost all spawnable medkits into pills
sm_cvar director_convert_pills 0
sm_cvar director_convert_pills_critical_health 0
sm_cvar director_convert_pills_to_defib_health 0

i dont have any other plugins manipulating medits, yeah its very strange that the cabinets are always empty, i dont get it

its too hard, not for our team but ppl rage quitting when find nothing in cabinests :O
it wasnt like that before in cevo at l4d1, and there were medkits at finales, but i dont mind that when there are pills

Last edited by lexantis; 02-26-2010 at 22:33.
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