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Stripper:Source (Updated 2011-04-15)


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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 01-24-2010 , 02:24   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #461

filter_infected will just remove some invisible walls that you cant get past. it has nothing to do with ghost deaths.
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cigs
Senior Member
Join Date: Jul 2006
Old 01-24-2010 , 08:47   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #462

picture of a typical trigger_hurt_ghost entity with its artibutes and values in c1m1_hotel
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-02-2010 , 10:14   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #463

I got tired of waiting on Valves fix, so i went ahead and built this...

Attached Files
File Type: cfg c2m5_concert.cfg (11.4 KB, 346 views)
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Natalie
Junior Member
Join Date: May 2009
Old 02-02-2010 , 10:15   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #464

I could not find this, but how do i make the map change for stripper mod, it stays on dust2 forever! i have forcemap section set to 1, and its suppose to read the mapcycle.txt apparently it will not.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 02-02-2010 , 10:19   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #465

@Atomic. Thanks for that! I thought I was the only one with people on the server camping in that f....g corner This looks great.
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SkaP
Senior Member
Join Date: Dec 2009
Old 02-03-2010 , 20:15   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #466

Atomic those props are awesome two suggestions though.

1. I think those hanging amps on the roof of the stage should be higher to block the view of the survivors up there for hunters to spawn and get good pounces.

2. Another amp or plywood prop somewhere here would be awesome.
[IMG]http://img25.**************/img25/3308/c2m5concert0001x.jpg[/IMG]

Last edited by SkaP; 02-04-2010 at 01:29.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 02-06-2010 , 12:40   Replace SMG/silenced SMG with SMG_MP5 ?
Reply With Quote #467

Hi, I have read through the thread but havenīt found info regarding how to successfully replace a specific weapon with another one. The hammer id below I retrieved from c1m1.bsp file which I opened in Notepad++. So I read this here http://www.bailopan.net/stripper/#newconf and put this into the globals.cfg:

Code:
add:
{
"origin" "0 0 -10000"
"spawnflags" "1"
"solid" "6"
"skin" "0"
"disableshadows" "0"
"count" "1"
"angles" "0 0 0"
"classname" "weapon_smg_mp5"
}

modify:
{
    match:
    {    
    "classname" "weapon_smg_silenced_spawn"
    "hammerid" "2654333"
    }
    replace:
    {
    "classname" "weapon_smg_mp5_spawn"
    }
    delete:
    {    
    "classname" "weapon_smg_silenced_spawn"
    "hammerid" "2654333"
    }
}
Starting server is ok, but map change crashes engine with this error: "classname missing from entity!" As I do not have an l4d2 model list I canīt write the "model" "xxxx" stuff in here...

1. What do I have to change to make this work?
2. Is there an URL for a complete L4D2 model list including all the paths, like "models/weapons/..." ?
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 02-06-2010 , 13:31   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #468

in your modify, you delete the classname.. wrong!, thats why it says classname missing.

a match/replace is all you need. it matches the classname with the silenced weapon, and replaces it with the mp5.

you dont need to delete the hammerid, but it isnt hurting anything. although, being in a global.cfg, its rather useless. not really globally replacing anything - might as well use the map specific config for that one.

you dont need the model of the weapons, only the classnames and either weapon_selection or melee_weapon names - at least for a replacement like your asking. but if you do a dump on all the maps, and search for the weapons, eventually you will find the models, classnames, weapon_selection and melee_weapon names you need.

oh and whats with the add? other then putting a weapon outside of probably every map in existence.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 02-06-2010 , 13:35   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #469

Thanks, I will give it another try!
@add: I have this "add" section from this thread: http://forums.alliedmods.net/showthread.php?t=114296

Somewhere deep inside is a post which contains all 4 CS weapons and how they have to be added by stripper so you can spawn them by the plugin.

EDIT: Not working, I am an absolut noob in stripper, all I can do is adding gascans, stairs and stuff like that. But this is too difficult for me. I attached the files I am using to make this weapon replacement work, 1 map file and the globals.cfg. "It doesnīt work" means I still see the smg or smg_silenced, even after map change to same map c5m1.
Attached Files
File Type: cfg global_filters.cfg (941 Bytes, 254 views)
File Type: cfg c5m1_waterfront.cfg (253 Bytes, 239 views)

Last edited by Skorpion1976; 02-06-2010 at 13:50.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-07-2010 , 08:57   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #470

Ive added some more tablets to the C2M5 Finale ... oh what the heck just take my entire config.
Attached Files
File Type: rar atomic_stripper.rar (6.2 KB, 364 views)
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