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


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Pelee
Member
Join Date: May 2020
Old 09-24-2020 , 16:17   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #201

Quote:
Originally Posted by Spirit_12 View Post
[L4D2] Objects Spawner 3.0

Version 3.0

Video:

http://www.youtube.com/watch?v=6rEponriV_0

*Thanks to superbunny

Installation

Code:
Place l4d2_spawn_props.smx in the sourcemod/plugins folder.
Place l4d2_spawn_props_models.txt in sourcemod/data folder.
Details

This plugin will create all the required directories on its own. It is highly recommended to install stripper source for full functionality. (https://forums.alliedmods.net/showthread.php?t=39439)

For the people interesting in routing functionality. There is a new ConVar "l4d2_spawn_props_routing_dir".

ConVars

Code:
// Enable the plugin to auto load the cache?
// -
// Default: "0"
l4d2_spawn_props_autoload "0"

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

// Enable the Decorative category
// -
// Default: "1"
l4d2_spawn_props_category_decorative "1"

// Enable the Exterior category
// -
// Default: "1"
l4d2_spawn_props_category_exterior "1"

// Enable the Foliage category
// -
// Default: "1"
l4d2_spawn_props_category_foliage "1"

// Enable the Interior category
// -
// Default: "1"
l4d2_spawn_props_category_interior "1"

// Enable the Misc category
// -
// Default: "1"
l4d2_spawn_props_category_misc "1"

// Enable the Vehicles category
// -
// Default: "1"
l4d2_spawn_props_category_vehicles "1"

// Enable the Dynamic (Non-solid) Objects in the menu
// -
// Default: "1"
l4d2_spawn_props_dynamic "1"

// Log if an admin spawns an object?
// -
// Default: "1"
l4d2_spawn_props_log_actions "1"

// Enable the Physics Objects in the menu
// -
// Default: "1"
l4d2_spawn_props_physics "1"

// Enable the Static (Solid) Objects in the menu
// -
// Default: "1"
l4d2_spawn_props_static "1"

// Version of the Plugin
// -
// Default: "3.0"
l4d2_spawn_props_version "3.0"

// Should routing files be kept in its own folder?
// -
// Default: "1"
l4d2_spawn_props_routing_dir "1"
Commands

Code:
 - sm_spawnprop			- Spawns an object with the given information
 - sm_savemap			- Save all the spawned object in a stripper file
 - sm_grabprop			- Grabs the last object to move it
 - sm_grablook			- Grabs the looking object to move it
 - sm_prop_rotate		- Rotates the last spawned object with the desired angles
 - sm_prop_removelast		- Remove last spawned object
 - sm_prop_removelook		- Remove the looking object
 - sm_prop_removeall		- Remove all objects
 - sm_prop_move			- Move an object with the desired movement type
 - sm_prop_setang		- Forces an object angles
 - sm_prop_setpos		- Sets the last object position
 - sm_debugprop			- Enable/Disable Debug
 - sm_spload			- Load specific map
ChangeLog

I've been working on this on and off, so its hard to provide exact change-log, but these are the highlights.

Code:
 - Switched to Transitional Syntax.
 - Auto create the required directories.
 - Fixed menu jump back after spawning each item.
 - Added "grab item" option to the menu for easier editing.
 - Switched the plugin paths to reflect current stripper path.
this crashes with today's last stand update
Pelee is offline
Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 09-24-2020 , 17:50   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #202

Quote:
Originally Posted by Pelee View Post
this crashes with today's last stand update
I'm running this one mine and haven't had any issues. When does it crash and what platform are we talking about?
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Pelee
Member
Join Date: May 2020
Old 09-24-2020 , 22:42   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #203

hey, my mistake its working fine now after the gamedata update
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sergrt14
Junior Member
Join Date: Sep 2020
Old 10-03-2020 , 01:49   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #204

Autoload work only restart chapter??

I wont work If I dont restart this chapter :<
I saved correctly and write init.txt but It show object after restart mission
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JeffMakesGames
Junior Member
Join Date: Aug 2020
Old 10-05-2020 , 12:58   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #205

I can't seem to get this to work right on a linux server. It won't spawn props on map load for L4D2

Using the 3.0 plugin above and the latest SourceMod/MetaMod.

Last edited by JeffMakesGames; 10-05-2020 at 13:27. Reason: Details are important.
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kissdjmax
Junior Member
Join Date: May 2013
Old 10-05-2020 , 14:06   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #206

[L4D2] Objects Spawner 3.0 r 2.0
// Enable the plugin to auto load the cache?
l4d2_spawn_props_autoload "1"

Stopped working and hopes to be fixed.
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JeffMakesGames
Junior Member
Join Date: Aug 2020
Old 10-05-2020 , 15:16   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #207

Did newer versions of SourceMod/MetaMod break it?

It's like the plugin can't locate init files right or something.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-05-2020 , 16:30   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #208

Several people reported various plugins not working since Last Stand update where nothing changed that would actually break the plugins. Are you sure MetaMod/SourceMod themselves are working? I know of at least one case where MetaMod/SourceMod was not working and they blamed some plugin for not working when it did.
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JeffMakesGames
Junior Member
Join Date: Aug 2020
Old 10-05-2020 , 16:41   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #209

Well, my admin panel shows that the plugin works, I can manually load a path.
It's that the plugin itself or something won't read or find the init files. I know I have the init files filled correctly.

So it's not auto-loading a path upon map start.

I checked my server console and see this:

Code:
L 10/06/2020 - 01:36:15: [SM] Exception reported: Cannot create new entity when no map is running
L 10/06/2020 - 01:36:15: [SM] Blaming: l4d2_spawn_props_3_0.smx
L 10/06/2020 - 01:36:15: [SM] Call stack trace:
L 10/06/2020 - 01:36:15: [SM]   [0] CreateEntityByName
L 10/06/2020 - 01:36:15: [SM]   [1] Line 2712, /home/forums/content/files/2/1/6/9/4/0/170772.attach::SpawnObjects
L 10/06/2020 - 01:36:15: [SM]   [2] Line 176, /home/forums/content/files/2/1/6/9/4/0/170772.attach::Event_RoundStart
I assume because the game is loading, the plugin executes before map is even loaded, so it detects no map running and falls apart.
If I /slay @all and restart the map, because the map is actually loaded now, l4d2_spawn_props_autoload kicks in and works.
But that's no good for a Versus game.

Is there a way to delay the execution of a plugin until a map is loaded?

Last edited by JeffMakesGames; 10-06-2020 at 02:05. Reason: Console goes beepbeepbeep
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kissdjmax
Junior Member
Join Date: May 2013
Old 10-06-2020 , 11:22   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #210

Quote:
Originally Posted by JeffMakesGames View Post
Well, my admin panel shows that the plugin works, I can manually load a path.
It's that the plugin itself or something won't read or find the init files. I know I have the init files filled correctly.

So it's not auto-loading a path upon map start.

I checked my server console and see this:

Code:
L 10/06/2020 - 01:36:15: [SM] Exception reported: Cannot create new entity when no map is running
L 10/06/2020 - 01:36:15: [SM] Blaming: l4d2_spawn_props_3_0.smx
L 10/06/2020 - 01:36:15: [SM] Call stack trace:
L 10/06/2020 - 01:36:15: [SM]   [0] CreateEntityByName
L 10/06/2020 - 01:36:15: [SM]   [1] Line 2712, /home/forums/content/files/2/1/6/9/4/0/170772.attach::SpawnObjects
L 10/06/2020 - 01:36:15: [SM]   [2] Line 176, /home/forums/content/files/2/1/6/9/4/0/170772.attach::Event_RoundStart
I assume because the game is loading, the plugin executes before map is even loaded, so it detects no map running and falls apart.
If I /slay @all and restart the map, because the map is actually loaded now, l4d2_spawn_props_autoload kicks in and works.
But that's no good for a Versus game.

Is there a way to delay the execution of a plugin until a map is loaded?

Yes, this error was re-verified and the same appeared.
kissdjmax is offline
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