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[L4D2] Routing (Dynamic Paths)


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ShadowStriker
Junior Member
Join Date: May 2010
Old 05-16-2010 , 22:42   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #101

Quote:
Originally Posted by Eraa View Post
Only c1m3, c2m1, c5m1, c5m2 have routing atm. all other map.cfg is for the addition fix
oh ok thanks.

Is there a way to disable the chat notifications?
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untalented893
Senior Member
Join Date: Oct 2009
Old 05-16-2010 , 23:14   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #102

Quote:
Originally Posted by ShadowStriker View Post
Is there a way to disable the chat notifications?
Or even have a cvar like other plugins to have it in chat, panel, hint, or instructor hint? That would be awesome
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Inker
SourceMod Donor
Join Date: Dec 2008
Old 05-17-2010 , 00:17   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #103

On c5m1 there is always an invisible wall blocking the door behind the bar in coop mode, even if the door should be available. Also on c2m1 coop there is always a plank on the top of the ladder on the billboard. Is that supposed to be there all the time? It's not blocking an exploit, it seems to just be making things harder on the survivors.

Last edited by Inker; 05-17-2010 at 00:31.
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 05-17-2010 , 03:15   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #104

Quote:
Originally Posted by Inker View Post
On c5m1 there is always an invisible wall blocking the door behind the bar in coop mode, even if the door should be available. Also on c2m1 coop there is always a plank on the top of the ladder on the billboard. Is that supposed to be there all the time? It's not blocking an exploit, it seems to just be making things harder on the survivors.
This plugin is designed for versus, not co-op. The plank is designed to prevent survivors from climbing the ladder, thus forcing them to take another route.
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siangc
Senior Member
Join Date: Mar 2010
Old 05-17-2010 , 10:59   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #105

I added a ramp so its easier to reach the top ledge as a hunter in dead center finale, also has the chompski outro by mcflurry.
http://img687.**************/img687/8...atrium0004.jpg
Attached Files
File Type: cfg c1m4_atrium.cfg (987 Bytes, 155 views)
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Join Date: Feb 2010
Old 05-17-2010 , 12:26   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #106

How i can edit cfg maps because some cfg are made incorrectly so some maps spoil the game.
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Inker
SourceMod Donor
Join Date: Dec 2008
Old 05-17-2010 , 17:53   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #107

Quote:
Originally Posted by iNFiNiTeX View Post
This plugin is designed for versus, not co-op. The plank is designed to prevent survivors from climbing the ladder, thus forcing them to take another route.
Yes, I know. Which is why I'm wondering why those things are happening in coop mode. It should only be happening in VS, TeamVS, and Realism VS.
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 05-17-2010 , 19:15   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #108

Quote:
Originally Posted by Inker View Post
Yes, I know. Which is why I'm wondering why those things are happening in coop mode. It should only be happening in VS, TeamVS, and Realism VS.
Don't use the plugin for co-op? I sure don't leave my plugins unchanged when I plan on hosting a coop game.
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kloon
New Member
Join Date: Jan 2009
Old 05-20-2010 , 05:48   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #109

Quote:
Originally Posted by Inker View Post
On c5m1 there is always an invisible wall blocking the door behind the bar in coop mode, even if the door should be available. Also on c2m1 coop there is always a plank on the top of the ladder on the billboard. Is that supposed to be there all the time? It's not blocking an exploit, it seems to just be making things harder on the survivors.
I've already fixed them by myself, i'm surprised no one else had noticed these bugs, c2m1_highway even ruins scavenge cuz u cant get out of the motel area to get the outer cans.
Attached Files
File Type: cfg c2m1_highway.cfg (3.9 KB, 179 views)
File Type: cfg c5m1_waterfront.cfg (3.1 KB, 175 views)
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-20-2010 , 06:34   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #110

C5M1 was already fixed in the last package, and C2M1 ... well that must have been a copy and paste error, using OnTrigger instead of OnMapSpawn.
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