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[L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)


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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 10-04-2010 , 22:48   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5 (Save Objects Supported)
Reply With Quote #71

Update, added most of the suggestions (Non-admin version is not ready yet). The plugin now supports autoload of the saved objects. Works exactly as before, the only thing that changes is that the files names will ahve numbers at the end (Example: c1m1_hotel.txt, now is c1m1_hotel_1.txt - c1m1_hotel_2.txt). Also, you can configure which object list should be loaded on each gamemode trough the map's init file (c1m1_hotel_init.txt for example). To enable autoload, set the following ConVar:
Code:
l4d2_spawn_props_autoload 1
If you have doubts, please contact me as soon as possible.

New commands

"sm_prop_rotate"

Syntax:
Code:
Usage: sm_prop_rotate <axys> <angles>

Example: !prop_rotate x 45
Action: Rotates the last object around the 'X' axys 45 degrees.
"sm_prop_removelast": Removes last object.

"sm_prop_removelook": Removes looking object.

"sm_prop_removeall": Removes all Objects


Configuring the plugin cache
The plugin now supports auto-load of the objects on round starts. Acts like a basic routing plugin choosing random pre-defined roads. To set it up:

1)Spawn all the objects you want.

2)Save the objects using the 3rd save option. This will save each file with the following format: map_number.txt where map is the current map name (Ex: c5m2_park) and number is the current path number count (4-7-19). These files contain the objects information.

3)Save all the routhes you want (Maximum 20).

4)Go to sourcemod/data/maps/plugin_cache and look for the map you just save the objects for followed by the tag "init". (For example: "c5m2_park_init.txt");

5)Open it and configure the desired paths for each gamemode.

Code:
"PathInit"
{
     "coop"
     {
            "total"     "1"
            "path1"    "c5m2_park_1"
     }

     "versus"
     {
             "total"     "2"
             "path1"    "c5m2_park_6"
             "path2"    "c5m2_park_3"
     }
     "mutation9"
     {
             "total"    "1"
             "path1"   "c5m2_park_2"
     }
}
-Note that you can add any gamemode to the init file. mutation9, mutation3, versussurvival, anything.

-Also, you don't need to puth the map paths in order, for example, c5m2_park_6 can be first instead of c5m2_park_3. It won't matter.

6)When you are done putting your desired paths, replace all the ' for " on the "init" file and also on the path files (c5m2_park_N.txt where N is any number).

7)Save the files and then reload a map. The objects will appear automatically on the map if the "l4d2_spawn_props_autoload" convar is set to 1

Note*: If the current gamemode is not found, coop pathing will be taken as default, so be carefull.
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deimos38170
Member
Join Date: Sep 2010
Location: france
Old 10-05-2010 , 01:52   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5 (Save Objects Supported)
Reply With Quote #72

Ooooh man i love you thank!!!!!! for bind key sm_prop_rotate <axys> <angles>

But question "sm_prop_removelook" can i do "sm_prop_rotatelook" ?

for example i use FORT spawner too and i have sm_fortspawn rotate work on your plugin (mean any object i have spawned from any plugin can be rotated) and i wanted your command work on fort spawner also because i use some fence on it, i make a mix of both plugin.

Sorry for my bad english ^^'

Last edited by deimos38170; 10-05-2010 at 02:12.
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r0ss
Junior Member
Join Date: Sep 2009
Location: France
Old 10-07-2010 , 14:59   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5 (Save Objects Supported)
Reply With Quote #73

Thanks !

Nice update.
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honorcode23
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Old 10-09-2010 , 19:17   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5a (Save Objects Supported)
Reply With Quote #74

New update. Fixed the object angles not being set properly when loaded.
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DieTeetasse
Senior Member
Join Date: Jul 2009
Old 10-09-2010 , 21:47   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5a (Save Objects Supported)
Reply With Quote #75

Quote:
6)When you are done putting your desired paths, replace all the ' for " on the "init" file and also on the path files (c5m2_park_N.txt where N is any number).
Instead of
PHP Code:
        WriteFileLine(file"'PathInit'"); 
you can just escape the " with \
PHP Code:
        WriteFileLine(file"\"PathInit\""); 
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honorcode23
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Location: Chile
Old 10-09-2010 , 23:28   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5a (Save Objects Supported)
Reply With Quote #76

Quote:
Originally Posted by DieTeetasse View Post
Instead of
PHP Code:
        WriteFileLine(file"'PathInit'"); 
you can just escape the " with \
PHP Code:
        WriteFileLine(file"\"PathInit\""); 
You are my HERO! Thanks for the info .
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Zergling89
Member
Join Date: Dec 2009
Old 10-10-2010 , 07:28   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5b (Save Objects Supported)
Reply With Quote #77

When i click to spawn something that do nothing and menu go aways....

How to fix that?:'(
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honorcode23
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Old 10-10-2010 , 08:36   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5b (Save Objects Supported)
Reply With Quote #78

Quote:
Originally Posted by Zergling89 View Post
When i click to spawn something that do nothing and menu go aways....

How to fix that?:'(
Did you put the model list on sourcemod/data (DATA FOLDER, NOT GAMEDATA)?

In case you didn't, it won't be able to load any model, and will close itself.

PS: The model list is the "l4d2_spawn_props_models.txt" file.
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honorcode23
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Old 10-15-2010 , 14:29   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5d (Save Objects Supported)
Reply With Quote #79

Update:

Changelog
-Added sm_prop_move command.
-Added sm_prop_setang command.
-Added sm_prop_setpos command.
-Added sm_grabprop command.
-Added the l4d2_spawn_props_autoload_different ConVar.
-Fixed Delete Looking Entity code.

New commands

"sm_prop_move": Moves an object within the desired axys

Syntax:
Code:
Usage: sm_prop_move <axys> <distance>

Example: !prop_move x 45
Action: Moves the last spawned object 45 Hammer Units within the X axys.
"sm_prop_setang": Sets the object angles

Syntax:
Code:
Usage: sm_prop_setang <X Y Z>

Example: !prop_setang 0 83 33
Action: Sets the last object angles to X: 0 Y:83 Z:33
"sm_prop_setpos": Sets the object Position

Syntax:
Code:
Usage: sm_prop_setpos <X Y Z>

Example: !prop_setpos 52 173 -43
Action: Sets the last object position to X: 52 Y:173 Z:-33
"sm_grabprop": "Grabs" and object to freely move it. Notice that the angles won't change, only the positiono f the object.

New ConVars
//Should the paths be different for the teams or not?
// -
//Default: "1"
l4d2_spawn_props_autoload_different "1"

*Updated model list*

Last edited by honorcode23; 10-15-2010 at 14:31.
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deimos38170
Member
Join Date: Sep 2010
Location: france
Old 10-16-2010 , 05:27   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.5d (Save Objects Supported)
Reply With Quote #80

MAN!!! Thank!!! seriously i love grab etc..

BUT ^^ why it only work on last object that less funny why u dont make it work on any spawned object or better any object on the map?

maybe i annoying you but its almost a perfect plugin ^^

Last edited by deimos38170; 10-16-2010 at 05:54.
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