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[L4D & L4D2] Finale Tank Storm


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Author
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Plugin ID:
1047
Plugin Version:
1.0.4
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Spawns X weaker Tanks instead of 1 during Finale waves
    Old 07-28-2009 , 11:22   [L4D & L4D2] Finale Tank Storm
    Reply With Quote #1

    A Plugin to make Survivors Lives on 'easy' Finale Maps like DA5 or BH5 considerably harder. It will spawn a second Tank whenever a Tank spawns during the finale. Both of these finale Tanks will have a lower configurable max HP.


    cvars:
    • l4d_finaletankstorm_tankcount "3" - How many tanks shall spawn total every tank wave
    • l4d_finaletankstorm_hpsetting "0.40" - How much Health each of the X Tanks have compared to a standard one. '1.0' would be full health
    • l4d_finaletankstorm_announce "1" - does the plugin announce its actions in chat

    Changelog:
    1.0.0 - Release
    1.0.1 - reworked finale checking
    1.0.2 - added announcing convar, small code fixes
    1.0.3 - added left4downtown finale map check, now requires that for l4d2
    1.0.4 - changed z_spawn to z_spawn_old
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d_finaletankstorm.sp - 1607 views - 6.7 KB)
    File Type: smx l4d_finaletankstorm.smx (7.0 KB, 2054 views)

    Last edited by AtomicStryker; 08-28-2013 at 05:58.
    AtomicStryker is offline
    Bran
    New Member
    Join Date: Jul 2009
    Old 07-28-2009 , 14:16   Re: [L4D] Second Finale Tank
    Reply With Quote #2

    Give error with SourceMod Version: 1.2.1-dev

    L 07/28/2009 - 19:59:05: [SM] Native "GetEventInt" reported: Invalid game event handle 0 (error 4)
    L 07/28/2009 - 19:59:05: [SM] Displaying call stack trace for plugin "l4d_secondfinaletank.smx":
    L 07/28/2009 - 19:59:05: [SM] [0] Line 43, /home/groups/alliedmodders/forums/files/5/2/2/3/3/46357.attach::ATankSpawns()
    Bran is offline
    AtomicStryker
    Veteran Member
    Join Date: Apr 2009
    Location: Teutonia!!
    Old 07-28-2009 , 15:51   Re: [L4D] Second Finale Tank
    Reply With Quote #3

    Were you local hosting? Thats about the only thing that could make GetClientOfUserId return 0
    AtomicStryker is offline
    Whosat
    Senior Member
    Join Date: Nov 2007
    Location: Singapore
    Old 07-28-2009 , 18:02   Re: [L4D] Second Finale Tank
    Reply With Quote #4

    Looks useful but it may conflict with SuperVersus' tank HP setting.

    Oh and you forgot to copy out the whole line 40. And #include <sdktools> is not needed

    Lines
    PHP Code:
    new Handle:LotteryTime FindConVar("director_tank_lottery_selection_time")
        
     new 
    Float:TankDelay GetConVarFloat(LotteryTime) + 5.0 
    Can be compounded to
    PHP Code:
    new Float:TankDelay GetConVarFloat(FindConVar("director_tank_lottery_selection_time")) + 5.0
    __________________

    Last edited by Whosat; 07-28-2009 at 18:06.
    Whosat is offline
    crazydog
    AlliedModders Donor
    Join Date: Jan 2006
    Old 07-28-2009 , 18:17   Re: [L4D] Second Finale Tank
    Reply With Quote #5

    Nice plugin.
    If I didn't have my own servers, I'd be so worried right now about playing on random servers and having this coming up.

    People who put things like this on public servers should be shot.
    crazydog is offline
    fpsbrian
    Senior Member
    Join Date: Feb 2008
    Old 07-28-2009 , 20:01   Re: [L4D] Second Finale Tank
    Reply With Quote #6

    Very cool idea, but I tested it and the first team had 3 tanks, and the second team had 1 tank?


    Second team was very angry LOLOLOLOLOL
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    Whosat
    Senior Member
    Join Date: Nov 2007
    Location: Singapore
    Old 07-29-2009 , 01:30   Re: [L4D] Second Finale Tank
    Reply With Quote #7

    Lol I'm not sure if this works on Versus gamemodes.
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    AtomicStryker
    Veteran Member
    Join Date: Apr 2009
    Location: Teutonia!!
    Old 07-29-2009 , 10:06   Re: [L4D] Second Finale Tank
    Reply With Quote #8

    Yeah, while playtesting myself last evening some strange things happened too. Our first Team got 4 Tanks, the second 2. Why the Plugin glitched out ... i dont really know yet. Ill look into it


    Its most probably related to shoddy L4D event catching. When i was beta-testing this plugin, i noticed the tank_death event does not even fire for every killed tank.
    AtomicStryker is offline
    Whosat
    Senior Member
    Join Date: Nov 2007
    Location: Singapore
    Old 07-29-2009 , 10:23   Re: [L4D] Second Finale Tank
    Reply With Quote #9

    Hmm from my testing it appears tank_death will only fire when the dead tank was a director-spawned tank.
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    AtomicStryker
    Veteran Member
    Join Date: Apr 2009
    Location: Teutonia!!
    Old 07-29-2009 , 15:08   Re: [L4D] Second Finale Tank
    Reply With Quote #10

    Yup, it was shoddy L4D events. Tank_Spawned was firing once or twice per tank (in a randomly fashion).

    I've written a workaround (using a 60 second limit) which worked great in todays playtesting. Have fun with 1.0.2
    AtomicStryker is offline
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