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[L4D2] Footlocker Spawner (1.19) [22-Nov-2023]


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STRANGER123
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Join Date: May 2012
Old 05-22-2012 , 01:19   Re: [L4D2] Footlocker Spawner (1.5) [10-May-2012]
Reply With Quote #51

HI great mod but i have 1 problem can some1 help me please mod works fine but i cant open the locker why ? help please as soon as possible thanks
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STRANGER123
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Join Date: May 2012
Old 05-22-2012 , 03:49   Re: [L4D2] Footlocker Spawner (1.5) [10-May-2012]
Reply With Quote #52

help me please with the above problem
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-27-2012 , 12:21   Re: [L4D2] Footlocker Spawner (1.6) [27-May-2012]
Reply With Quote #53

All the above problems fixed (except STRANGER123 who is non-steam so of course will have problems which I do not care about).


1.8 (02-Jun-2012)
- Fixed the last update breaking a patch for the "Gear Transfer" plugin removing items.

1.7 (01-Jun-2012)
- Added cvar "l4d2_footlocker_glow_color" to set the glow color.
- Fixed items not respawning after being taken.
- Fixed the witch sometimes getting stuck inside the Footlocker.
- More prevention for players getting stuck inside the Footlocker.

1.6 (26-May-2012)
- Fixed witch blocking players or disappearing.


1.5 (10-May-2012)
- Added command "sm_lockerang" to change the cabinet angle.
- Added command "sm_lockerpos" to change the cabinet origin.
- Added cvar "l4d2_footlocker_modes_off" to control which game modes the plugin works in.
- Added cvar "l4d2_footlocker_modes_tog" same as above.
- Added cvar "l4d2_footlocker_hint" to notify players who opened the footlocker.
- Changed cvar "l4d2_footlocker_modes" to enable the plugin on specified modes.
- Fixed another bug with the witch and firework crates.
- Removed max entity check and related error logging.
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Last edited by Silvers; 06-02-2012 at 02:12.
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chatyak
Senior Member
Join Date: Aug 2011
Old 08-30-2012 , 14:17   Re: [L4D2] Footlocker Spawner (1.8) [02-Jun-2012]
Reply With Quote #54

I am posting this in case others are crashing. I have a windows server - on the c1m3 (mall map) of dead center, everyone keeps crashing if someone picks up a Counter Strike weapon from the saferoom table.

I don't know why, but I disabled all plugins until I got to footlocker - perhaps there is an issue between the two because it works just using footlocker and not Counter Strike weapon. It also works just using CS weapon and not footlocker. Hhowever it is only with this map - works well with other maps.


The error given is:

Problem signature:
Problem Event Name: APPCRASH
Application Name: left4dead2.exe
Application Version: 0.0.0.0
Application Timestamp: 50367061
Fault Module Name: shaderapidx9.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 5037c0b1
Exception Code: c00000fd
Exception Offset: 000d8807
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: ed67
Additional Information 2: ed67be8afb6cc9162f8408bc1d677971
Additional Information 3: a05c
Additional Information 4: a05c3a43a9ba7059838c80989662bf78


I don't think it is this plugin, since all of Silver's plugins work well - however, I am just letting everyone know - maybe there is something is up between the two plugins (and only on this map).

Edit: After much testing it appears to be the scout weapon from the CS weapon plugin. Footerlocker is ok.

Last edited by chatyak; 09-09-2012 at 04:04.
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chatyak
Senior Member
Join Date: Aug 2011
Old 02-09-2013 , 13:27   Re: [L4D2] Footlocker Spawner (1.8) [02-Jun-2012]
Reply With Quote #55

If anyone knows what this means, could you let me know:

Quote:
L 01/29/2013 - 23:087: SourceMod error session started
L 01/29/2013 - 23:087: Info (map "c5m2_park") (file "errors_20130129.log")
L 01/29/2013 - 23:087: [SM] Native "AcceptEntityInput" reported: Entity -1 (-2114530519) is not a CBaseEntity
L 01/29/2013 - 23:087: [SM] Displaying call stack trace for plugin "l4d2_footlocker.smx":
L 01/29/2013 - 23:087: [SM] [0] Line 899, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104534.attach::OnSpawn()
L 01/29/2013 - 23:087: [SM] [1] Line 880, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104534.attach::OnTimeUp()
L 01/29/2013 - 23:188: Error log file session closed.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-21-2013 , 12:35   Re: [L4D2] Footlocker Spawner (1.9) [21-Jul-2013]
Reply With Quote #56

Plugin updated

1.9 (21-Jul-2013)
- Removed Sort_Random work-around. This was fixed in SourceMod 1.4.7, all should update or spawning issues will occur.
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Last edited by Silvers; 07-21-2013 at 12:51.
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goldenshots
New Member
Join Date: Aug 2013
Old 08-24-2013 , 14:05   Re: [L4D2] Footlocker Spawner (1.9) [21-Jul-2013]
Reply With Quote #57

A very fun plugin 8/10 for sure.
But the supplies in the footlockers aren't unlimited for example when i type "sm_locker 1 0"
it gives me a footlocker with 1 molotov but i can see more in the locker.
Any idea how i can fix this? Command or something else? i also installed the update
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-24-2013 , 14:53   Re: [L4D2] Footlocker Spawner (1.9) [21-Jul-2013]
Reply With Quote #58

It should be working. Which map?
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goldenshots
New Member
Join Date: Aug 2013
Old 08-24-2013 , 22:20   Re: [L4D2] Footlocker Spawner (1.9) [21-Jul-2013]
Reply With Quote #59

Thanks for your reply.
I tried it on all maps...
Dark Carnival = Didnt work.
Parish = Didnt work.
dead center = Didnt work.
Fireworks locker works fine i can take all the supplies in it but molotovs/pills/adrenaline etc. gives me 1.
And after i take 1 it wont let me take another 1.

Thanks again
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-24-2013 , 22:55   Re: [L4D2] Footlocker Spawner (1.9) [21-Jul-2013]
Reply With Quote #60

Are you sure l4d2_footlocker_total is set to 0? Although that shouldn't matter if you do "sm_locker 1 0" for example. Which version of SM? Maybe a plugin conflict (for example Gear Transfer used to swallow the item on pickup, are you sure that is up to date if you use?).
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