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[L4D2] Standardized Revamp Structure (srsmod)


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 11-18-2010 , 17:37   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #371

Items that dont get 'handled' dont get touched whatsoever. So elusive circular cutting devices and gravity defying munition supplies are actually Valve's doing.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 11-18-2010 , 18:49   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #372

understood.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 11-20-2010 , 19:06   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #373

Quote:
L 11/20/2010 - 23:08:43: [SM] Native "IsFakeClient" reported: Client index -1 is invalid
L 11/20/2010 - 23:08:43: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 11/20/2010 - 23:08:43: [SM] [0] Line 82, srs.tankpunchrock.sp::L4D_OnCThrowActivate()
L 11/20/2010 - 23:08:49: [SM] Native "IsFakeClient" reported: Client index -1 is invalid
L 11/20/2010 - 23:08:49: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 11/20/2010 - 23:08:49: [SM] [0] Line 82, srs.tankpunchrock.sp::L4D_OnCThrowActivate()
L 11/20/2010 - 23:08:57: [SM] Native "IsFakeClient" reported: Client index -1 is invalid
L 11/20/2010 - 23:08:57: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 11/20/2010 - 23:08:57: [SM] [0] Line 82, srs.tankpunchrock.sp::L4D_OnCThrowActivate()
L 11/20/2010 - 23:14:07: [SM] Native "IsFakeClient" reported: Client index -1 is invalid
L 11/20/2010 - 23:14:07: [SM] Displaying call stack trace for plugin "srs.main.smx":

noticed a huge spam of this error. started happening on the 19th of november, im guessing friday update?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 11-21-2010 , 06:20   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #374

Kind of odd. Means there is something throwing rocks but without a tank_spawn event before, or a tank_spawn event with tank -1 happened .. ive added a small check to fix this.
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fpsbrian
Senior Member
Join Date: Feb 2008
Old 11-22-2010 , 17:37   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #375

I've been having trouble with tank spawns, not sure if its from this plugin but the tanks settings seem to be locked to default?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 11-23-2010 , 11:11   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #376

Quote:
Originally Posted by fpsbrian View Post
I've been having trouble with tank spawns, not sure if its from this plugin but the tanks settings seem to be locked to default?
insufficient data.
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Redemption
Junior Member
Join Date: Nov 2010
Old 11-23-2010 , 20:30   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #377

Is there a way to replace the T2's with T1 in all maps EXCEPT for finales?

Also, I seem to be getting hunting rifle spawns in saferooms, even though it's not present in the replace list. I even changed the default military rifle to hunting rifle to have the military rifle replaced with SMG's. And yes, I replaced both the weapon ID, and model path. any ideas?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 11-23-2010 , 21:11   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #378

try this,

copy paste all the dynamic weapon entries underneath the existing ones, but remove the last line.

"aroundspawnpoint" "yes"
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Redemption
Junior Member
Join Date: Nov 2010
Old 11-23-2010 , 21:24   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #379

Quote:
Originally Posted by GanjaStar View Post
try this,

copy paste all the dynamic weapon entries underneath the existing ones, but remove the last line.

"aroundspawnpoint" "yes"
That did not work.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 11-24-2010 , 04:04   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #380

Quote:
Originally Posted by Redemption View Post
Is there a way to replace the T2's with T1 in all maps EXCEPT for finales?

Also, I seem to be getting hunting rifle spawns in saferooms, even though it's not present in the replace list. I even changed the default military rifle to hunting rifle to have the military rifle replaced with SMG's. And yes, I replaced both the weapon ID, and model path. any ideas?

Why of course. In srsmod.cfg, remove the "aroundspawnpoint" setting from T2 handling and add
PHP Code:
"finale_only"            "if this value says 'yes', the entire Keyvalue Subclass will only have effect on Finale maps, "no" is the opposite, and not specifying works on all maps" 
with its - i think its clear - value


Did you consider the default hunting rifles L4D2 spawns? Stock srsmod does not change Hunting Rifles.
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