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Stripper:Source (Updated 2011-04-15)


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L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 04-14-2006 , 11:53  
Reply With Quote #91

You would have to make a res file that includes any custom files (vtf/vmt).

There is a bug in the VALVe engine though: if a client downloads a new material on connection, it will not show up on the first map. The client needs to change maps or reconnect to see the texture instead of the purple and black checkers.
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collitchboy
Member
Join Date: Jan 2005
Old 05-03-2006 , 17:42  
Reply With Quote #92

i cannot seem to remove hostage entities. i have tried adding a cst/addons/stripper/global_filters.cfg as some have done and still cannot get it to remove hostages.

this is what is in my filters file:

filter:
{
"classname" "hostage_entity"
"classname" "/.*bomb.*/"
}

if i do a meta list it shows CSSDM and stripper as running.

what else can i do?
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sessus
Senior Member
Join Date: May 2006
Old 05-10-2006 , 01:05  
Reply With Quote #93

any1 knows how to add boxes and those car wrecks?

and, how can i found out what the particular coordinations are in a particular spot?
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sniper_strike
Senior Member
Join Date: Jan 2005
Old 05-10-2006 , 03:30  
Reply With Quote #94

Quote:
Originally Posted by sessus
any1 knows how to add boxes and those car wrecks?

and, how can i found out what the particular coordinations are in a particular spot?
type getpos in console when at the cordinates you wish for the model / etc. to be added

you will get the cordinates and angle cordinates readout

x y z axis
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sessus
Senior Member
Join Date: May 2006
Old 05-10-2006 , 06:46  
Reply With Quote #95

thx m8.

What about the boxes and stuff?
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sniper_strike
Senior Member
Join Date: Jan 2005
Old 05-21-2006 , 04:34  
Reply With Quote #96

Quote:
Originally Posted by sessus
thx m8.

What about the boxes and stuff?
errr I know this reply is really late sorry I didn't see it sooner but yea

You need to add a model of a box at those cordinates for boxes

you wont be able to do brush based ones but most source boxes are models anyways

Anyone know hostage or bombzones yet

I saw a map that had 4 cordinates which I think was 1 for each box corner but I can' t find the map that it was on so I cant see what that was about AHHHh
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sessus
Senior Member
Join Date: May 2006
Old 05-27-2006 , 02:14  
Reply With Quote #97

Cheers. Would you happen to have an example for the boxes how it would look like in stripper format?
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imported_davidov
Member
Join Date: Sep 2005
Location: sur une chaise.
Old 05-27-2006 , 14:34  
Reply With Quote #98

hi,
i m using cssdm and stripper ; on certain maps like awp or aim maps, i use classical spawn points ; the idea on those maps is kipping alive the way of fighting terrorists against cts ; but many players "rush" to the other camp and then come to kill enemies at their respawns.
to make it impossible, i have an idea ; by using stripper, i'd like to create a "physic line", made of props physics at the middle of the maps , so people couldn't come into the other base
But i don't know how to do ; where could i find a list of classname i could use ; how does the origins works
for exemple, how can i make a line of physic props in the middle of a map like awp_map?
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ratty
SourceMod Donor
Join Date: Jan 2006
Old 06-11-2006 , 08:34  
Reply With Quote #99

Is there a good place to post map configs?
I found a good way to stop people from exploiting some well known map holes in the stock maps in DoD:S using a few env_fire's to burn up the cheaters. No more under the map on argentan and on the rooftop in kalt.
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WW2
Member
Join Date: May 2005
Location: USA, WA, In a tree
Old 07-01-2006 , 15:13   Re: Stripper:Source
Reply With Quote #100

Question: Ok a bit confused here, I just read about the stripper 2 utility, correct me if I'm wrong, but this is for Source, not Half life 1 and mods. We have MM 1.28-p in, is this compatable to use with that and HL1 mods?

Also I am looking to port maps from CS to DoD 1.3, and need to "add" trigger_hurt zones "where ever" I need them, for proper spawn protection, can this be done with this utillity?

I believe they are brush based ents, and so far there is nothing that can "add" brush based ents where you need them, without recompile, unless you use existing trigger multiples in CS maps, and edit them with a BSP editor, but it breaks that brushes function, and its function (play a .wav) will no longer work after changing it to a trigger_hurt.

The regular Stripper does not allow "adding" of extra entities, just editing them I believe.
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