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[L4D & L4D2] Mission and Weapons - Info Editor (1.25) [25-Oct-2023]


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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 07-08-2022 , 09:28   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #201

Hi all. Has anyone tried to change the recoil of a weapon when firing?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-08-2022 , 10:42   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #202

Quote:
Originally Posted by Alexmy View Post
Hi all. Has anyone tried to change the recoil of a weapon when firing?
You can with Left4DHooks:

PHP Code:
L4D2FWA_VerticalPunch,
L4D2FWA_HorizontalPunch// Requires "z_gun_horiz_punch" cvar changed to "1". 
But maybe setting the "VerticalPunch" keys in "l4d_info_editor_weapons.cfg". Try, let us know.
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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 07-08-2022 , 11:56   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #203

Quote:
Originally Posted by Silvers View Post
You can with Left4DHooks:

PHP Code:
L4D2FWA_VerticalPunch,
L4D2FWA_HorizontalPunch// Requires "z_gun_horiz_punch" cvar changed to "1". 
But maybe setting the "VerticalPunch" keys in "l4d_info_editor_weapons.cfg". Try, let us know.
Hi Silvers. I've already tried VerticalPunch on a hunting rifle l4d, but nothing worked out. Thank you for responding to my message. I tried with Left4DHooks it doesn't work either.
PHP Code:
L4D2_SetFloatWeaponAttribute(class, L4D2FWA_VerticalPunch0.1);
                    
L4D2_SetFloatWeaponAttribute(class, L4D2FWA_HorizontalPunch0.1); 
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-08-2022 , 11:58   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #204

When are you setting it?
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Hakuna Cfg
Junior Member
Join Date: Aug 2021
Old 07-27-2022 , 17:22   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #205

Hello, this plugin allows you to edit the mission file well, do you think that with this plugin you can change the order of the chapters?

Or do you think it's possible?
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knifeeeee
Junior Member
Join Date: Aug 2022
Old 08-06-2022 , 08:07   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #206

Hello, can I use this configuration to make a hand-held double gun into a hand-held Magnum, sounds feasible, but I don't know how
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knifeeeee
Junior Member
Join Date: Aug 2022
Old 08-07-2022 , 21:14   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #207

PHP Code:
//// l4d_info_editor.sp
//
// l4d_info_editor.sp(167) : warning 209: function has explicit 'int' tag but does not return a value
// l4d_info_editor.sp(167) : warning 209: function has explicit 'int' tag but does not return a value
// l4d_info_editor.sp(167) : warning 209: function has explicit 'int' tag but does not return a value
// l4d_info_editor.sp(192) : warning 209: function has explicit 'int' tag but does not return a value
// l4d_info_editor.sp(192) : warning 209: function has explicit 'int' tag but does not return a value
// l4d_info_editor.sp(192) : warning 209: function has explicit 'int' tag but does not return a value
// l4d_info_editor.sp(373) : warning 209: function has explicit 'int' tag but does not return a value
// Code size:         24964 bytes
// Data size:         6300 bytes
// Stack/heap size:      29692 bytes
// Total requirements:   60956 bytes 
1.11+need update,plz
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-08-2022 , 03:57   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #208

Quote:
Originally Posted by Hakuna Cfg View Post
Hello, this plugin allows you to edit the mission file well, do you think that with this plugin you can change the order of the chapters?

Or do you think it's possible?
I think a specific plugin would have to be written but the way map changes are rely on the end saferoom a previous map to be in the same position as the new map. The plugin would have to spawn players in the new saferoom area instead of it relying on the old, and probably make some changes to block or change which map it's switching to. Not sure why you would want them out of order though.



Quote:
Originally Posted by knifeeeee View Post
Hello, can I use this configuration to make a hand-held double gun into a hand-held Magnum, sounds feasible, but I don't know how
Not via the config, a 3rd party plugin would have to be made. I was working on this a while back but never completed, I'll revisit the project when I can.



Quote:
Originally Posted by knifeeeee View Post
1.11+need update,plz
Thanks, but you don't need to report these for all my plugins, these are just warnings and when the plugins actually need an update I'll make the changes for compiling on 1.11. With 150+ plugins released it's not something I'm rushing to release, although I have fixed them all, that's too much work and it makes no difference.
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gabuch2
AlliedModders Donor
Join Date: Mar 2011
Location: Chile
Old 10-15-2022 , 13:22   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #209

Rather than replacing the "meleeweapons" entry in the mission file, could it be possible to just append non-existing entries if there's space available?

Directly replacing the entry in maps with custom melee weapons may cause minor (melee weapons not predicting) and serious issues (crashing with other plugins due to invalid melee weapons).
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-15-2022 , 15:50   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #210

Quote:
Originally Posted by gabuch2 View Post
Rather than replacing the "meleeweapons" entry in the mission file, could it be possible to just append non-existing entries if there's space available?

Directly replacing the entry in maps with custom melee weapons may cause minor (melee weapons not predicting) and serious issues (crashing with other plugins due to invalid melee weapons).
It already does this. The games default weapons are appended after 3rd party melee weapons, all 3rd party melee weapons will be available and any remaining space filled with default melee weapons.
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