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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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Jerry_21
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Join Date: Jun 2017
Old 08-04-2018 , 23:08   Re: [L4D & L4D2] Super Tanks++ (v8.29, 07-31-2018)
Reply With Quote #251

Quote:
Originally Posted by Crasher_3637 View Post
Tanks should be spawning just fine. On the 3rd wave it depends on the finale. Some finales don't call the 3rd wave.
ok I understand.
thank you very much. At this moment I am in version 8.28 and I just looked at the new update 8.31 which I will put in the game. Finally crasher, could you help me clarifying how I can remove the effect of brightness that comes out of each tank?
I only want colors without that brightness effect or just put them in some: S .. .. Thanks Crasher_3637 and forgive my ugly English, I translate it: P
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Psyk0tik
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Old 08-05-2018 , 02:47   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #252

To remove the lights, you need to edit the following settings:

"Props Attached"
"Props Chance"
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leonardo martinez
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Join Date: Jun 2014
Old 08-05-2018 , 09:17   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #253

In the hotel of the Dead Center campaign I just want to create Fire Tank, But something I did wrong, the other SuperTanks continue to spawn.

// Settings for cfg/sourcemod/super_tanks++/l4d2_map_configs/c1m1_hotel.cfg
PHP Code:
// This config file was auto-generated by Super Tanks++ v8.28 ([url]https://forums.alliedmods.net/showthread.php?t=302140[/url])
"Super Tanks++"
{
    
"Plugin Settings"
    
{
        
"General"
        
{
            
"Plugin Enabled"                "1"
            "Create Backup"                    "0"
            "Game Mode Types"                "0"
            "Enabled Game Modes"            ""
            "Disabled Game Modes"            ""
            "Announce Arrival"                "1"
            "Announce Death"                "1"
            "Display Health"                        "3"
            "Finales Only"                    "0"
            "Human Super Tanks"                "1"
            "Maximum Types"                "85"
            "Multiply Health"                "0"
            "Tank Waves"                    "2,3,4"
        
}
        
"Custom"
        
{
            
"Enable Custom Configs"            "1"
            "Create Config Types"                    "2"
            "Execute Config Types"            "2"
        
}
    }
    
"Tank 41"
    
{
        
"General"
        
{
            
"Tank Name"                        "Fire Tank"
            "Tank Enabled"                    "1"
            "Skin-Glow Colors"                "128,0,0,255|0,0,0"
            "Props Attached"                "0"
            "Props Chance"                    "0,0,0,0,0,0"
            "Props Colors"                    "0,0,0,0|0,0,0,0|0,0,0,0|0,0,0,0|0,0,0,0"
            "Particle Effect"                        "1"
            "Particle Effects"                "3"
            "Rock Effect"                    "1"
            "Rock Effects"                    "3"
        
}
        
"Enhancements"
        
{
            
"Extra Health"                    "0"
            "Run Speed"                    "1.0"
            "Throw Interval"                "8.0"
        
}
        
"Immunities"
        
{
            
"Fire Immunity"                    "1"
        
}
        
"Fire Ability"
        
{
            
"Ability Enabled"                "1"
            "Fire Chance"                    "1"
            "Fire Hit"                        "1"
            "Fire Rock Break"                "1"
            "Fire Range"                    "20.0"
            "Fire Range Chance"                "1"
        
}
    }

What did I do wrong? Could you give me an example?
I want to spawn SuperTanks in different maps:

c1m1_hotel:
Fire Tank

c1m2_streets:
Puke Tank
Visual Tank
Tremor Tank

c1m3_mall:
Blind Tank
Ghost Tank

c1m4_atrium:
Boss Tank
Attached Files
File Type: cfg c1m1_hotel.cfg (1.4 KB, 118 views)

Last edited by leonardo martinez; 08-05-2018 at 09:28.
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Psyk0tik
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Old 08-05-2018 , 15:21   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #254

Main config settings carry over to custom config settings. You need to disable all the other Tanks from the main config. Right now, all you're doing is overriding Tank 41, but all the other Tanks from the main config are still enabled.
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Jerry_21
Member
Join Date: Jun 2017
Old 08-05-2018 , 23:28   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #255

Quote:
Originally Posted by Crasher_3637 View Post
To remove the lights, you need to edit the following settings:

"Props Attached"
"Props Chance"
thank you very much Crasher_3637, everything is going very well and works excellent with bigboos 3.0 at the end of each campaign.
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Sev
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Join Date: May 2010
Old 08-06-2018 , 07:30   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #256

I remember an old plugin I saw years back that allowed the tank to grab survivors if close and throw them.

It must've been a private plugin on someones server. It might've also been a versus plugin, but it would be interesting to create a Supertank that grabbed and threw survivors instead of punching them up close. Perhaps using them to throw at other survivors.
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joyist
Member
Join Date: Apr 2018
Old 08-06-2018 , 07:37   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #257

Quote:
Originally Posted by Sev View Post
I remember an old plugin I saw years back that allowed the tank to grab survivors if close and throw them.

It must've been a private plugin on someones server. It might've also been a versus plugin, but it would be interesting to create a Supertank that grabbed and threw survivors instead of punching them up close. Perhaps using them to throw at other survivors.
L4D2 Evil Monster Tank ?

https://www.youtube.com/watch?v=KNHjneeqLlQ
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 08-06-2018 , 09:05   Re: [L4D & L4D2] Super Tanks++ (v8.31, 08-04-2018)
Reply With Quote #258

Quote:
Originally Posted by Sev View Post
I remember an old plugin I saw years back that allowed the tank to grab survivors if close and throw them.

It must've been a private plugin on someones server. It might've also been a versus plugin, but it would be interesting to create a Supertank that grabbed and threw survivors instead of punching them up close. Perhaps using them to throw at other survivors.
Honestly, that's one of the few abilities I've been wanting to add for awhile now. I had this idea where the Tank can grab a hold of a survivor, jump up high, let go of the survivor, and fall back down to the ground while the survivor falls to their death (or takes fall damage depending on height). Kinda like a pile-driver ability.
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Psyk0tik
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Old 08-06-2018 , 09:27   Re: [L4D & L4D2] Super Tanks++ (v8.32, 08-06-2018)
Reply With Quote #259

Version 8.32 is out!

Bug fixes

1. Fixed the "Enabled Game Modes" and "Disabled Game Modes" settings not allowing more than 64 characters.

Changes

1. Lowered the character limit of the "Enabled Game Modes" and "Disabled Game Modes" settings from 2048 to 512.
2. Rocks thrown by Tanks now have the same color as the rocks attached to their bodies.
3. Removed the "information" folder in favor of the INFORMATION.md file that comes with the plugin's package.

Files

1. Updated include file (super_tanks++.inc).
2. Updated core plugin (super_tanks++.sp).
3. Updated all plugins to stop creating information files.
4. Updated config file.
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Last edited by Psyk0tik; 08-07-2018 at 05:16.
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Psyk0tik
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Old 08-11-2018 , 02:45   Re: [L4D & L4D2] Super Tanks++ (v8.33, 08-10-2018)
Reply With Quote #260

Version 8.33 is out!

Bug fixes

1. Fixed the Witch ability causing crashes when converting common infected into Witch minions.

Changes

1. Added a boss mode feature, which is a feature taken from the original Last Boss. View the INFORMATION.md file for more details. (2 new settings: "Boss Health Stages" and "Boss Stages")
2. Added a random mode feature, which is a feature that randomizes Super Tanks every X seconds after spawning. View the INFORMATION.md file for more details. (1 new setting: "Random Interval")
3. Added a new forward to use for the boss and random modes:

forward void ST_BossStage(int client); (This forward is called when the Super Tank is evolving into the next stage.)

4. Added the "Spawn Mode" KeyValue setting to allow users to decide if Super Tanks either spawn normally, spawn as bosses (boss mode), or spawn as randomized Tanks (random mode).
5. The Splash ability now damages nearby survivors every X seconds while the Super Tank is alive.
6. Added the "Splash Interval" KeyValue setting to support the new Splash ability feature.
7. The Vampire ability's "Vampire Health" KeyValue setting now only applies to the range ability. (When the Super Tank hits a survivor, he now gains the amount of damage as health.)
8. The Witch ability's range used for detecting nearby common infected can now be configurable via the new "Witch Range" KeyValue setting.
9. Changed a few lines of code.

Files

1. Updated include file with the new settings.
2. Updated config file with the new settings.
3. Updated INFORMATION.md file with information about the new settings.
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