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[L4D2] Explosive Cars v1.0.4


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irogue
Senior Member
Join Date: Jan 2011
Location: Australia
Old 02-15-2011 , 02:30   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #101

thanks for the update, just installed and updated server to latest sourcemod snapshot and the SDKhooks i will let you know how it goes.

EDIT: runs fine no issues, thx

Last edited by irogue; 02-15-2011 at 19:03.
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Recon-1
Senior Member
Join Date: Sep 2009
Old 03-06-2011 , 08:52   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #102

Hey Honorcode.

For the next update, would it be possible to add in another feature where when a car explodes, It can hurl other mobile cars away from it's blast ? Since that would pose another danger of being in close proximity of one when it explodes and the survivors are in danger of being hit by other vehicles.

Also in addition to it's huge detonation, as an optional danger, perhaps randomly 5-15 seconds after it lands, it lets off a smaller explosion and fire since they land a fair distance away from their explosion point and pretty much continue to burn, so why not have a random surprise of it setting off a smaller explosion when survivors think it's safe to go pass it ?

One other thing, I don't suppose adding in the additional sound effect of the explosive air tank's hiss noise just before a car explodes be a fair split-second warning ?
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sapphire989
Member
Join Date: Oct 2010
Old 03-11-2011 , 17:22   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #103

Code:
L 03/12/2011 - 06:18:11: SourceMod error session started
L 03/12/2011 - 06:18:11: Info (map "credits") (file "errors_20110312.log")
L 03/12/2011 - 06:18:11: [SM] Plugin encountered error 25: Call was aborted
L 03/12/2011 - 06:18:11: [SM] Native "SetFailState" reported: Unable to find the "CMolotovProjectile::Detonate(void)" signature, check the file version!
L 03/12/2011 - 06:18:11: [SM] Displaying call stack trace for plugin "2_l4d2_explosive_cars_1.04.smx":
L 03/12/2011 - 06:19:02: Error log file session closed.

l4d2_explosive_cars (1.0.4) is compatible with SDKHooks 1.3.0-REDUCKS

2062 + with SDKHooks 1.3.0-REDUCKS show some Error




THank you

Last edited by sapphire989; 03-11-2011 at 17:45.
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Recon-1
Senior Member
Join Date: Sep 2009
Old 03-12-2011 , 00:17   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #104

I'm getting the same problem too. It was working fine yesterday. I'm not sure if it was from the Objects Spawner 2.0 or maybe that recent weekly update from valve.

They mentioned this "Added support custom campaign particles. Custom campaigns can specify their own particles_manifest.txt file as well as any per map files. The per map files need to reside in the maps directory and be in the form: <mapname>_particles.txt" "

Should I try and update to that new SDK Hooks Beta 2 And see if it works ?

Last edited by Recon-1; 03-12-2011 at 02:21.
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irogue
Senior Member
Join Date: Jan 2011
Location: Australia
Old 03-12-2011 , 02:38   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #105

Hey i havent added or changed anything in recent at all, but today after the update this plugin seems to not work anylonger i deleted the plugin itself the .cfg file it generates and the .txt file from the gamedata foolder and stopped and restarted my server then re installed the files for the plugin.

Loaded up the server and still no explosions from any cars even after 20+ grenade launcher rounds into a car and several molotovs (car dmg was on 1000 before it was meant to explode.)

Valves update came to mind that was installed today:

Quote:
Left 4 Dead 2
  • Encore Mutation: Follow The Liter
  • Added support custom campaign particles. Custom campaigns can specify their own particles_manifest.txt file as well as any per map files. The per map files need to reside in the maps directory and be in the form: <mapname>_particles.txt
The custom particle addition could have broken it (im not sure tbh) but that was what came to mind.

I am using SDKHooks 1.3 (L4D2) (binary updated 2011-01-14)

http://code.google.com/p/tsunami-pro...d2.zip&can=2&q

Also am using Sourcemod 1.4.0 [hg3189]

Metamod 1.8.5

Stripper 1.2.1

As stated i have not added any new plugins in atleast a week or modified any cvars or .cfgs or removed anything the only thing that has changed is the latest update from valve so i am assuming thats the cause.

I hope this gets some feedback as this plugin really makes a great difference to the game.

Code:
L 03/12/2011 - 18:32:02: [SM] Plugin encountered error 25: Call was aborted
L 03/12/2011 - 18:32:02: [SM] Native "SetFailState" reported: Unable to find the "CMolotovProjectile::Detonate(void)" signature, check the file version!
L 03/12/2011 - 18:32:02: [SM] Displaying call stack trace for plugin "l4d2_explosive_cars.smx":
L 03/12/2011 - 18:32:02: [SM]   [0]  Line 149, l4d2_explosive_cars.sp::OnPluginStart()

Last edited by irogue; 03-12-2011 at 02:41.
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adrianman
Senior Member
Join Date: Sep 2010
Old 03-12-2011 , 05:17   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #106

true,same error and server crashes
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levram
BANNED
Join Date: Mar 2011
Old 03-12-2011 , 06:30   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #107

Quote:
Originally Posted by adrianman View Post
true,same error and server crashes
Glad to hear it doesn't work for you anymore, it works perfectly fine for me so it must be you I wish you a lot more crashes. I'm kind a surprised btw that anyone would play on your server
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honorcode23
BANNED
Join Date: Mar 2010
Location: Chile
Old 03-12-2011 , 10:31   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #108

Probably the windows signature changed, let me get a new one. Hang on
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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 03-12-2011 , 11:13   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #109

Try again with this gamedata file and tell me if it works, thanks.
Attached Files
File Type: txt l4d2explosivecars.txt (1.3 KB, 312 views)
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sapphire989
Member
Join Date: Oct 2010
Old 03-12-2011 , 13:05   Re: [L4D2] Explosive Cars v1.0.4
Reply With Quote #110

Quote:
Originally Posted by honorcode23 View Post
Try again with this gamedata file and tell me if it works, thanks.
Work!!!

NO ERROR

Thank you
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