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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 08-28-2019 , 11:28   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #561

The # of Tanks spawned by the director on non-finale waves are actually still affected.

On the Parish finale, I always get 2 Tanks on the bridge, and on the Cold Stream finale, I always get 2 Tanks as I'm running towards the tower to get to the chopper.

The "Finale Waves" setting doesn't necessarily apply to just the actual finale waves. The only time it won't work, which I've already noted in the INFORMATION.md file, is on the official L4D1 campaigns' finale maps due to Vscripts.
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Psyk0tik
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Old 08-28-2019 , 16:09   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #562

You might have a plugin or config that's limiting the # of Tank spawns on the bridge to 1.

As for Dead Air, it's a L4D1 campaign so its finale uses a Vscript to limit the Tank spawn to 1 as well.
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Rogilla
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Join Date: Aug 2019
Old 08-29-2019 , 02:42   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #563

i've been playing further with the settings... On parish finale, i'm using clone tank as work-around for now.

Discovered a few other issues through custom map config. Here's what I did on c5m5_bridge.cfg:
1) extra custom tanks that I have created myself cannot be used in a fixed range "Type Range" "115-115" doesn't work, so the director reverts back to regular tank. But original tanks like "1-1" does work.

2) When I modify "Clone tank" #13 on c5m5_bridge.cfg, the clones are duplicating themselves endlessly, even when "clone mode" 0 on both master cfg and map cfg. But I tested out another tank #6 Bomber and then added cloning ability, there's no issue.
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Psyk0tik
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Old 08-29-2019 , 02:58   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #564

You need to show me what changes you’ve made to the config, otherwise I cannot help you.

1. If it were the plugin limiting the # of Tank spawns, then clones wouldn’t be able to spawn either.
2. Whether Clone Mode is set to 0 or 1 anywhere, clones cannot duplicate themselves for safety reasons.
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Last edited by Psyk0tik; 08-29-2019 at 18:18.
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darkbret
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Join Date: Sep 2019
Old 09-09-2019 , 23:48   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #565

Hi crasher,

after update 8.64, I already set some tanks with Tank Enabled "0" but they still appear.
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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 09-16-2019 , 02:27   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #566

Since you have decided not to support sm 1.9
I will just leave this version with 40 types of tanks for those who use sm 1.8 and sm 1.9
Attached Files
File Type: sp Get Plugin or Get Source (l4d_supertanks.sp - 388 views - 370.8 KB)
File Type: txt l4d2_supertanks.txt (972 Bytes, 186 views)

Last edited by BloodyBlade; 09-25-2019 at 06:04. Reason: Changed description.
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Mi.Cura
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Join Date: Dec 2016
Location: Brazil
Old 09-16-2019 , 20:28   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #567

Just to report:

The OMNI Tank is amazing, but I have a little problem.
He can use all abilities, and when he uses the SHIELD ability I can't break at all.
He should use the TANK SHIELD config, right?

This is the config I have on TAnk SHIELD:
"Ability Enabled" "1"
"Shield Chance" "65.0"
"Shield Delay" "50.0"
"Shield Type" "3"

The SHIELD in this case should break with a melee weapon.
But on OMNI it doesn't break, not even it throws GAS propane.
I had to disable this tank.
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simvolist777
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Join Date: Oct 2017
Location: Afghanistan, Kandahar
Old 09-19-2019 , 09:10   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #568

Hi crasher
How to enable mutant tanks in realism mode?
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3aljiyavslgazana
Member
Join Date: Dec 2018
Old 09-23-2019 , 07:10   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #569

Hey Crasher i noticed these little problems after playing and testing for so long so for example:
1. when you activate custom config of maps the tanks spawning in non-finale maps don't use "Regular Amount" and "Regular Interval" numbers from the map cfg file in "addons/sourcemod/data/mutant_tanks/maps" they use the numbers from "mutant_tanks.cfg" file in "addons/sourcemod/data/mutant_tanks" so plz fix that
2. if tank has glow enabled and spawns in non-finale maps you can see it from very far away standing there or behind wall afk and you know it's there and that's little annoying (because of it i have glow disabled on all tanks) idea to fix this -give option for tanks to rush on survivors as soon as they spawn in non-finale maps or just hide tanks glow when they are afk until survivor gets really close to them and tanks start chasing :-D
3. if u can do a beautiful hp bar following the tank and with colors something like green color is full hp then goes orange then red it would be really really really awesome

Last edited by 3aljiyavslgazana; 09-24-2019 at 05:35.
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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 09-25-2019 , 06:17   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #570

Quote:
Originally Posted by simvolist777 View Post
Hi crasher
How to enable mutant tanks in realism mode?
Here: addons\sourcemod\data\mutant_tanks\mutant_tan ks.cfg in line 50.

Last edited by BloodyBlade; 09-25-2019 at 06:24.
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