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[L4D2]Portals


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Skorpion1976
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Join Date: Jun 2009
Location: Austria
Old 06-11-2010 , 13:26   Re: [L4D2]Portals
Reply With Quote #21

The idea really rocks.
8vs8: I could manage to create 1 blue and 1 red portal by simply typing !p twice. Then I typed !p again, both portals vanished. Is that how itīs supposed to work? I played portal once for 5 minutes so I have no clue about that stuff. What do I need !p red and !p blue for if !p spawns red and blue portals anyway o_O ? And the jump bug is still present, had to take it off from the server.

Flud, you wrote this: "Try explain difference, on start you spawn blue portal in save room go to map and spawn some where else red portal if you try spawn again you lose blue portal and sometime you can get back to save room instead of spawn you just type in chat !p red and now you have portal to save room." --> So after spawning a red AND blue, then I type !p again and only the blue gets deleted? What does it mean that sometimes I can get back to saferoom instead of spawn... ? I really donīt get it, is there somebody capable of explaining that in proper english please ?

Last edited by Skorpion1976; 06-11-2010 at 13:29.
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flud
Senior Member
Join Date: Jun 2009
Location: Latvija
Old 06-11-2010 , 15:51   Re: [L4D2]Portals
Reply With Quote #22

Quote:
Originally Posted by Skorpion1976
Then I typed !p again, both portals vanished. Is that how itīs supposed to work?
YES

!p red teleport red portal, !p blue blue portal if both already exists, what not you understand ? portals not delete it's just teleport on your point where you aim
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Ulrich
Member
Join Date: Mar 2010
Location: In a box
Old 06-11-2010 , 18:12   Re: [L4D2]Portals
Reply With Quote #23

Quote:
Originally Posted by Skorpion1976 View Post
Then I typed !p again, both portals vanished. Is that how itīs supposed to work?
I'm with Skorpion on this. I think that what this mod needs is the ability to replace a single portal. For example, you spawn a Blue portal at the saferoom at the start of a map. You later spawn a Red portal half way through, thinking that the large supply cache there could be sueful to come back to later. Then, when you need the supplies the most, you spawn another Blue portal, hoping to take that to the afore mentioned Red. But, rather than making a Blue portal, it deletes all of the portals you made.

So, here's my suggestion: Make it so that there's no !p command, but rather only the !p red and !p blue commands that replace the previously made portal of the same color. Then, have a client command that removes their portals (I mentioned this earlier, but I think you mis-interperated it and put it as the current admin remove-all command). If you change the plugin to work like this, then it will basically be an amazing combination of Left4Dead2 and Portal.

Last edited by Ulrich; 06-11-2010 at 18:12. Reason: Slightly better description
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noodleboy347
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Join Date: Mar 2009
Old 06-11-2010 , 19:07   Re: [L4D2]Portals
Reply With Quote #24

Could not this be ported to another game?
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supremenak
Junior Member
Join Date: Jun 2010
Old 06-14-2010 , 13:37   Re: [L4D2]Portals
Reply With Quote #25

This plugin is not working at all for me...i believe this is happening because "Get Pluging" page has been expired.Please make it working as soon as possible cause im really interested in using this plugin of yours
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 06-14-2010 , 17:40   Re: [L4D2]Portals
Reply With Quote #26

@supremenak: If you had compiled the .sp file yourself you wouldīve seen that there is NO error in the plugin. I just compiled it against SM 1.4_2996:

//// [L4D2]Portals.sp
// Header size: 4064 bytes
// Code size: 15408 bytes
// Data size: 36876 bytes
// Stack/heap size: 16384 bytes; Total requirements: 72732 bytes
//
// Compilation Time: 0,41 sec
// ----------------------------------------

Forget the "Get plugin" link. Download the sp file and let the compile.exe from the appropriate SM version do the job.
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McFlurry
Veteran Member
Join Date: Mar 2010
Location: RemoveEdict(0);
Old 06-14-2010 , 20:20   Re: [L4D2]Portals
Reply With Quote #27

The error with it compiling online is that the webcompiler doesn't have sdkhooks, no one took the 5 seconds to check the #include's did they.
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 06-14-2010 , 20:57   Re: [L4D2]Portals
Reply With Quote #28

You better use this code to reset all portals in OnMapStart
Code:
new max_entities = GetMaxEntities();
for (new i = 0; i < max_entities; i++)
 {
   if (redtblue[i] !=0)
   {
   redtblue[i] =  0;
   }
   if (bluetred[i] !=0)
   {
  bluetred[i] =  0;
   }
  }
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 06-14-2010 , 21:00   Re: [L4D2]Portals
Reply With Quote #29

and use this code when delete

Code:
 
 //if red and blue create so need to delete it
 else if (cblue[client] !=0 && cred[client] !=0)
 {
  if (IsValidEdict(cblue[client]))
  {
   bluetred[cblue[client]] =0;
   SDKUnhook(cblue[client], SDKHook_Touch, TouchBlue);
   RemoveEdict(cblue[client]);
  }
  if (IsValidEdict(cred[client]))
  {
   redtblue[cred[client]] =0;
   SDKUnhook(cred[client], SDKHook_Touch, TouchRed);
   RemoveEdict(cred[client]);
  }
  cblue[client] =0;
  cred[client] =0;
 }
 return Plugin_Continue;
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flud
Senior Member
Join Date: Jun 2009
Location: Latvija
Old 06-15-2010 , 03:42   Re: [L4D2]Portals
Reply With Quote #30

Update

alexip121093 tnx
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