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Stripper:Source (Updated 2011-04-15)


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SkaP
Senior Member
Join Date: Dec 2009
Old 02-21-2010 , 05:47   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #531

Quote:
Originally Posted by AtomicStryker View Post
Interesting how a filter whose trigger i KILL is still firing.

Valve bugs, anyone? Oh well i fixed it, redownload the package.
Still getting it although this time for whatever reason the door toward the glass was open but still blocked by the vending machine.

[IMG]http://img193.**************/img193/5028/c1m3mall0002.jpg[/IMG]

Anyway here is something I wiped up real quick for c2m2_fairgrounds. The one thing I noticed with this map was the stupid crescendo. Any decent person can start it and get to the switch and kill like 2 or 3 common at most before it ends. Very annoying, especially since it's near the end. In fact teams have just started to run past the switch and go for the saferoom. What this little stripe does is it slows down the gates opening speed a ton and instead of getting though it in 2 or 3 seconds it now takes about a minute and a half before you can slip though. You can adjust it to your own liking but fair warning any slower then "0.5" and it doesn't look like the gate is moving at all(it will though). This might cause people to complain and I find "0.5" is slow enough. Funny thing I noticed while testing this was you will be attacked by a lot of zombies on that side of the fence. It's almost like Valve intended the gate to open slower.
Attached Files
File Type: cfg c2m2_fairgrounds.cfg (153 Bytes, 262 views)

Last edited by SkaP; 02-21-2010 at 05:58.
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 02-21-2010 , 06:33   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #532

Try using the forcepath command .. did you update your plugin file aswell? There may have been changes
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SkaP
Senior Member
Join Date: Dec 2009
Old 02-21-2010 , 06:58   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #533

Quote:
Originally Posted by AtomicStryker View Post
Try using the forcepath command .. did you update your plugin file aswell? There may have been changes
I re-updated to see if I missed anything but I am getting the same problem. This time I ran into another bug on c1m3 where if the easy path is enforced the first team can't shoot the glass to start the crescendo and are stuck(glass never breaks). Tried to force the medium path at that point and then whne you open the door it doesn't activate he alarm.
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 02-21-2010 , 07:10   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #534

Something causes the default blockade to spawn mid-map and i dont know what
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SkaP
Senior Member
Join Date: Dec 2009
Old 02-21-2010 , 07:26   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #535

Quote:
Originally Posted by AtomicStryker View Post
Something causes the default blockade to spawn mid-map and i dont know what
I have no idea the only things I can think of is doing this:

1. Strip all the nav blockers and logics completely and just create two vending machine props to block either path and a logic_relay that works with your plugin much like the Park config? The only thing I see not working at that point is the crescendo activating.

2. The other way I thought of (and probably better) is to take my initial strip and also strip the navblockers and have the "relay_hallway_closeTrigger0-1" "relay_stairwell_closeTrigger0-1" activate two dynamic props(vending machines) instead of the navblockers this might get the crescendo to activate. I don't know how adding your plugin relays works yet so not sure on this either.

I'll try it later I got to go to work.

Last edited by SkaP; 02-21-2010 at 07:45.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 02-21-2010 , 11:46   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #536

Quote:
Originally Posted by AtomicStryker View Post
Its not a Plugin bug if the damn maps reset/break themselves on second round. I didnt anticipate that.
Quote:
Originally Posted by AtomicStryker View Post
Something causes the default blockade to spawn mid-map and i dont know what
and when i was reporting this behavior in the dynamic paths post for my random spawns, you thought i was silly and had no idea what i was doing.

either stripper wasnt properly updated for l4d2 or valve really screwed something up, yet managed to find a way to keep their use of random code working in versus.
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AtomicStryker
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Join Date: Apr 2009
Location: Teutonia!!
Old 02-21-2010 , 11:53   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #537

You didnt read my reply, did you. I told you what was wrong about it and even how to fix it.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 02-22-2010 , 04:10   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #538

I love you.

Great work, thanks a lot.
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eXDee
Member
Join Date: May 2009
Old 02-22-2010 , 07:23   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #539

Quick question guys - ive used stripper:source to change the cart speed in tf2, which is quite cool.

Can i use this to modify what would otherwise require a CTX file edit? (Which causes issues during a srcds update)
eg:
Code:
modify:
{
        match:
        {
        "classname" "TF_Weapon_Bat"
        }
        replace:
        {
        "Damage" "200"
        }
}
The beginning of the ctx file:
Code:
    WeaponData
{
    // Attributes Base.
    "printname"            "#TF_Weapon_Bat"
    "BuiltRightHanded"        "0"
    "MeleeWeapon"            "1"
    "weight"            "1"
    "WeaponType"        "melee"
    "ITEM_FLAG_NOITEMPICKUP"     "1"
    
    // Attributes TF.
    "Damage"            "35"
    "TimeFireDelay"            "0.5"
    "TimeIdle"            "5.0"
[...]
Sorry for any kind of ignorance - just a thought.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-23-2010 , 05:56   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #540

You modify EXISTING entities, not server data files.

Answer is no.
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