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[L4D] Ghost Tank


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Felycity
Member
Join Date: Mar 2009
Old 08-09-2009 , 19:58   Re: [L4D] Ghost Tank
Reply With Quote #61

hello, thanks for this great plugin.

can u disable this plugin automatically on coop mode or survival mode?
bcoz when i play suvival mode with this plugin, no tank in coming.
i think tank freezing and ghost by this plugin at that time.
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-10-2009 , 15:54   Re: [L4D] Ghost Tank
Reply With Quote #62

Survival!?

This plugin cant handle more then one tank right now. Are people putting this a "all-around-gamemode" servers?

Alright I will added gamemode check. Brb.
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 08-10-2009 , 17:31   Re: [L4D] Ghost Tank
Reply With Quote #63

Quote:
Tanks in COOP also get frozen ..... and no one will take over those ones ;)
is this bug already fixed?
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-10-2009 , 19:08   Re: [L4D] Ghost Tank
Reply With Quote #64

Yes. After 4 seconds the AI will be no longer be ghosted or frozen.

I will added gamemode check soon.
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Felycity
Member
Join Date: Mar 2009
Old 08-10-2009 , 19:15   Re: [L4D] Ghost Tank
Reply With Quote #65

Thanks Mr.Zero!
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mi123645
Veteran Member
Join Date: Feb 2009
Old 08-13-2009 , 07:27   Re: [L4D] Ghost Tank
Reply With Quote #66

I think I might have some knowledge that may help you.

If you want to have a working ghost tank, you might want to use "m_isCulling" instead of "m_isGhost" and use ClientCommand(whatever, "+use")

This basically tells the infected player that he is too far from the survivors, and it forces them to "teleport" as a ghost.

The ghost tank works rather well, save for one bug; he can use his rock throw as a ghost.
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olj
Veteran Member
Join Date: Jun 2009
Old 08-13-2009 , 07:32   Re: [L4D] Ghost Tank
Reply With Quote #67

Thats why ability_use should be hooked and blocked for ghost mode duration.
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mi123645
Veteran Member
Join Date: Feb 2009
Old 08-13-2009 , 07:41   Re: [L4D] Ghost Tank
Reply With Quote #68

Quote:
Originally Posted by olj View Post
Thats why ability_use should be hooked and blocked for ghost mode duration.
Well then, that solves that problem. Thanks for the input.

"m_isCulling" is quite the gem I found, I can't believe I looked at it once and said "That will never work"
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-17-2009 , 09:54   Re: [L4D] Ghost Tank
Reply With Quote #69

Quote:
Originally Posted by Felycity View Post
Thanks Mr.Zero!
You're welcome, hope it makes wonders to your life as tank ;).

Quote:
Originally Posted by mi123645 View Post
I think I might have some knowledge that may help you.

If you want to have a working ghost tank, you might want to use "m_isCulling" instead of "m_isGhost" and use ClientCommand(whatever, "+use")

This basically tells the infected player that he is too far from the survivors, and it forces them to "teleport" as a ghost.

The ghost tank works rather well, save for one bug; he can use his rock throw as a ghost.
I can see so many problem arise with the enable players to spawn the tank them self.

1. Ninja tanks
Players will spawn on roofs drop straight down into survivors causing havoc out of the thin air.

2. Buttsecks surprise!
Players will spawn behind the survivors while boomer in front to slow survivors down. Tanks behind is not expect by survivors as AI director always forces tank to spawn in front.

3. Close encounter
Just around the corner or just behind a hittable object with the chance of instant incap.

And the list could probably go on. To be honest I personal believe that its better that the AI director for now decides where players spawn.
Also once I get the fire immunity down, it couldn't matter less where the tank spawns, be in fire or what not.

It also serves as a balance. CEVO config makes the tank spawn in the same place making it fair for both teams.

I could imagine that people would be under a lot of pressure if they only had 5 secs to spawn the tank before they loose control. Trying to find a place where survivors cant see them or not too close. Confusing and most wouldn't be ready for it.

I hope you can see what I mean and the point being that it relies way too much on the player. Smart player = ROCKET TANK, inexperienced player = lost tank.
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-17-2009 , 11:05   Re: [L4D] Ghost Tank
Reply With Quote #70

Here is a new version. This is a somewhat BETA version. The reason why is because now that it supports unlimited tanks, it have suffered a minor blow back on detecting whether the tank have been frozen once before.

So I have tried to make it rather unlikely that it should ghost and freeze the tank again (IT WILL ONLY HAPPEN IF AI TAKES CONTROL, eg. tank becoming frustrated or player that plays tank disconnects), but please I could use some feedback from server operators with multiple tanks in play.

In worst case scenarios the tank will be ghosted for 4 secs as it would while waiting for player take over.
Remember to update your .cfg file. Save custom variables, delete it and restart the server for a new .cfg file.

Code:
Version 0.93
+ Now supports unlimited tanks
+ Disabled rock throw for the AI tank while waiting for player to take over
- Removed freeze cvar. Freeze is now permanent.
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