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[L4D2] Sky (comp. config), that adds only the additional events to camapigns?


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manhkst
Member
Join Date: May 2015
Location: Vietnammese
Old 08-24-2021 , 10:08   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #51

Quote:
Originally Posted by AlexAlcala View Post
I have modifications on my server, new things, I can help you create your ideas, I will also finish some "strippers" to share with the community


a small contribution:

"c4m5_milltown_escape"

PHP Code:
modify:

{    
    {
        
match:
        {
            
"targetname" "radio"
        
}
        
insert:
        {
            
"startdisabled" "1"
        
}
    }
    
        {    
        
match:
        {
            
"hammerid" "12253"
        
}
        
insert:
        {
        
"OnOpen" "!Rochelle,speakresponseconcept,_c4m1Intro10,0,1"
        "OnOpen" "gascans,TurnGlowsOn,,0,1"
        "OnOpen" "prop_gas_nozzle,startglowing,,0,1"
        "OnOpen" "scavenge_display,TurnOn,,0,1"
        "OnOpen" "!self,Kill,,20,1"    
        "OnOpen" "director,PanicEvent,,1,-1"    
        
}
    }
}


add:

{
    
"classname" "point_servercommand"
    "targetname" "servercommander"
}

{
    
"classname" "point_prop_use_target"
    "nozzle" "prop_gas_nozzle"
    "origin" "-5469.31 6770.03 161.82"
    "spawnflags" "1"
    "targetname" "gas_target"
    "OnUseFinished" "gas_counter,Add,1,0,-1"
    "OnUseFinished" "servercommander,command,sm_add_canister_points 12,0,6"
}


{
    
"classname" "game_scavenge_progress_display"
    "targetname" "scavenge_display"
    "max" "5"
}
{
    
"classname" "math_counter"
    "max" "5"
    "targetname" "gas_counter"
    "OnHitMax" "relay,Trigger,,0,-1"
}


{
    
"classname" "logic_relay"
    "targetname" "relay"
    "OnTrigger" "radio,Enable,,0,-1"
    "OnTrigger" "scavenge_display,TurnOff,,0,-1"
    "OnTrigger" "prop_gas_nozzle,stopglowing,,0,-1"
    "OnTrigger" "gas_target,Kill,,0,-1"
    "OnTrigger" "generator_sound,PlaySound,,0,-1"
}



add:

{
    
"classname" "prop_dynamic"
    "angles" "0.00 233.65 23.00"
    "model" "models/props_vehicles/radio_generator_fillup.mdl"
    "glowcolor" "255 0 0"
    "glowstate" "0"
    "glowrange" "1500"
    "solid" "6"
    "targetname" "prop_gas_nozzle"
    "origin" "-5412.58 6733.34 126.15"
}


{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}


{
    
"classname" "ambient_generic"
    "health" "10"
    "message" "ambient/generator/generator_start_run_loop.wav"
    "pitch" "100"
    "pitchstart" "100"
    "radius" "2500"
    "spawnflags" "48"
    "targetname" "generator_sound"
    "origin" "-5412.58 6733.34 126.15"

i checked func_button and i see it is survival_burger_button. How to know it is radio and turn it off
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Last edited by manhkst; 08-24-2021 at 10:09.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 08-24-2021 , 12:13   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #52

usually with "spawnflags" or based on events/triggers with "Unlock/Lock" input

you can find more info on https://developer.valvesoftware.com/wiki/Func_button
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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 09-07-2021 , 09:46   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #53

hello how are you, how can you put the tank when the elevator opens?I would like it to appear there
:O
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 09-07-2021 , 13:26   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #54

dump and check the stripper file from sacrifice (1st) map. (search for "spawn_train_tank_coop" targetname)
basically you need a "info_zombie_spawn" entity and trigger it on door open with "SpawnZombie"

Not simple to explain neither do.
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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 09-17-2021 , 15:40   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #55

Quote:
Originally Posted by Marttt View Post
dump and check the stripper file from sacrifice (1st) map. (search for "spawn_train_tank_coop" targetname)
basically you need a "info_zombie_spawn" entity and trigger it on door open with "SpawnZombie"

Not simple to explain neither do.
thanks marttt for answering


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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 09-17-2021 , 18:26   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #56

hello everyone, how can i put this :

(on the map of dead center c1m2 streets, when is the coca event, I would like to put it there more with the tank, but I don't know how the plane is positioned)

-c130-
{
"classname" "prop_dynamic"
"angles" "0 121.5 0"
"DefaultAnim" "airport_intro_preidle"
"MaxAnimTime" "10"
"MinAnimTime" "5"
"model" "models/props_vehicles/c130.mdl"
"PerformanceMode" "0"
"solid" "0"
"spawnflags" "0"
"targetname" "sky_prop_airplane"
"origin" "4816 -208 616"
"disableshadows" "1"
}
{
"classname" "info_particle_system"
"effect_name" "fire_medium_03"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_1"
"origin" "4044 -208 1280"
}
{
"classname" "info_particle_system"
"effect_name" "fire_small_01"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_2"
"origin" "4044 -208 1280"
}
{
"classname" "info_particle_system"
"effect_name" "fire_medium_03"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_3"
"origin" "4044 -208 1280"
}
{
"classname" "info_particle_system"
"effect_name" "fire_medium_03"
"parentname" "sky_prop_airplane"
"targetname" "sky_fire_c130_4"
"origin" "4044 -208 1280"
}

c4m4_milltown_b.cfg
this cfg is from the author sky, but I would like to put it in the dead center too
(I took it out because it is interesting to apply in other maps in launching the tank)
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AsphyxiaJLSA
Member
Join Date: Oct 2021
Location: Lima,Perú
Old 10-04-2021 , 20:03   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #57

Quote:
Originally Posted by AlexAlcala View Post
I have modifications on my server, new things, I can help you create your ideas, I will also finish some "strippers" to share with the community


a small contribution:

"c4m5_milltown_escape"

PHP Code:
modify:

{    
    {
        
match:
        {
            
"targetname" "radio"
        
}
        
insert:
        {
            
"startdisabled" "1"
        
}
    }
    
        {    
        
match:
        {
            
"hammerid" "12253"
        
}
        
insert:
        {
        
"OnOpen" "!Rochelle,speakresponseconcept,_c4m1Intro10,0,1"
        "OnOpen" "gascans,TurnGlowsOn,,0,1"
        "OnOpen" "prop_gas_nozzle,startglowing,,0,1"
        "OnOpen" "scavenge_display,TurnOn,,0,1"
        "OnOpen" "!self,Kill,,20,1"    
        "OnOpen" "director,PanicEvent,,1,-1"    
        
}
    }
}


add:

{
    
"classname" "point_servercommand"
    "targetname" "servercommander"
}

{
    
"classname" "point_prop_use_target"
    "nozzle" "prop_gas_nozzle"
    "origin" "-5469.31 6770.03 161.82"
    "spawnflags" "1"
    "targetname" "gas_target"
    "OnUseFinished" "gas_counter,Add,1,0,-1"
    "OnUseFinished" "servercommander,command,sm_add_canister_points 12,0,6"
}


{
    
"classname" "game_scavenge_progress_display"
    "targetname" "scavenge_display"
    "max" "5"
}
{
    
"classname" "math_counter"
    "max" "5"
    "targetname" "gas_counter"
    "OnHitMax" "relay,Trigger,,0,-1"
}


{
    
"classname" "logic_relay"
    "targetname" "relay"
    "OnTrigger" "radio,Enable,,0,-1"
    "OnTrigger" "scavenge_display,TurnOff,,0,-1"
    "OnTrigger" "prop_gas_nozzle,stopglowing,,0,-1"
    "OnTrigger" "gas_target,Kill,,0,-1"
    "OnTrigger" "generator_sound,PlaySound,,0,-1"
}



add:

{
    
"classname" "prop_dynamic"
    "angles" "0.00 233.65 23.00"
    "model" "models/props_vehicles/radio_generator_fillup.mdl"
    "glowcolor" "255 0 0"
    "glowstate" "0"
    "glowrange" "1500"
    "solid" "6"
    "targetname" "prop_gas_nozzle"
    "origin" "-5412.58 6733.34 126.15"
}


{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}
{
    
"classname" "weapon_scavenge_item_spawn"
    "angles" "0 0 0"
    "glowstate" "0"
    "solid" "6"
    "spawnflags" "1"
    "targetname" "gascans"
    "origin" "-5339.86 6994.24 131.00"
}


{
    
"classname" "ambient_generic"
    "health" "10"
    "message" "ambient/generator/generator_start_run_loop.wav"
    "pitch" "100"
    "pitchstart" "100"
    "radius" "2500"
    "spawnflags" "48"
    "targetname" "generator_sound"
    "origin" "-5412.58 6733.34 126.15"

Hi Alex, can you help me with this, while I create an event on the c2m3_coaster map, for the survivors to fill the cans "x" in a generator, in order to trigger the roller coaster event
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santdrback
Member
Join Date: Apr 2020
Old 11-05-2021 , 14:07   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #58

This is nice i love <3
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 11-26-2021 , 06:41   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #59

Thank you, Proaxel and the amazing folks on this thread for making the game much more fun and enjoyable! Please keep update it with new event if you can. Cheers!
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 11-26-2021 , 12:33   Re: [L4D2] Sky (comp. config), that adds only the additional events to camapigns?
Reply With Quote #60

Hello everyone, I followed Proaxel and other stripper configs to modify event in my sv and it seem to be working. But all the holdout event I tested so far, the layout/hint instruction/how the event played out was running fine but no common infected spawning at all, for example the holdout event when calling the elevator in c1m1_hotel, I pushed the button, heard a horde alert but no CI to be seen. The one event similar is shoot the toxic waste barrels in c5m3_cemetery. Help please
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Last edited by thewintersoldier97; 11-26-2021 at 12:33.
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