Raised This Month: $ Target: $400
 0% 

Stripper:Source (Updated 2011-04-15)


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
usla
Senior Member
Join Date: Jul 2009
Old 06-20-2017 , 13:16   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1

anyone got a fix for linux ?
usla is offline
Spirit_12
Veteran Member
Join Date: Dec 2012
Location: Toronto, CA
Old 06-21-2017 , 18:56   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #2

Quote:
Originally Posted by usla View Post
anyone got a fix for linux ?
Latest Snapshot loads in fine on my Linux CSGO test server.

http://www.bailopan.net/stripper/sna...5-linux.tar.gz
__________________
Spirit_12 is offline
ReFlexPoison
☠☠☠
Join Date: Jul 2011
Location: ☠☠☠
Old 06-21-2017 , 20:00   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #3

Broken for TF2
ReFlexPoison is offline
bubbyboytoo
New Member
Join Date: Mar 2016
Location: Yesterday
Old 08-13-2017 , 01:36   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #4

I'm having an issue with this in TF2. I'm trying to add a custom model to ctf_2fort, and it works fine, but as soon as someone joins a team and the Waiting for Players phase begins, the model gets removed. Here's my code:
Code:
add:
{
"solid" "6"
"origin" "885.4266 -2533.937 -399.5175"
"angles" "0.0389 178.8637 -0.0043"
"classname" "prop_dynamic_override"
"model" "models/drmatt/tardis/exterior.mdl"
}
Anyone know a fix? I've already tried changing the class, and prop_dynamic and prop_physics_override have the same result, while prop_physics doesn't work at all.
bubbyboytoo is offline
JLHack7
Junior Member
Join Date: Dec 2009
Old 07-06-2017 , 18:18   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #5

I would really like a version for TF2 that dumps all prop_dynamic entities on the map, not just the ones that come with the map

Back in 2009, I first started making forts in the Left 4 Dead 2 DEMO and now I'm getting back into TF2 after a long hiatus from Source gaming (it was more like a sabbatical).


prop_dynamic_create props_gameplay/security_fence_section001
ent_rotate 15/-15
ent_remove

are all the commands I need, and I will spend some 3 and a half hours making a huge fortress out of those fences, and being able to save them would be awesome, because in L4D2 I would host a lobby on the computer I was playing on, and I could edit the nav mesh in real time (being the host), and create AI pathways so that CPU teammates (and most importantly, ZOMBIES) could traverse the towers I built

If I can save the fort, I can start up a local server, fire it up, edit the nav mesh, then save it, and upload it to my server, making it so that bots can navigate it.

Add me on Steam (JLHack7) and I'll show you.

Last edited by JLHack7; 07-06-2017 at 18:21.
JLHack7 is offline
alcybery
Member
Join Date: Apr 2016
Old 07-11-2017 , 17:47   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #6

I'm trying to replace all magnums with melee weapons in L4D2. Tried this:
PHP Code:
modify:
{
    
match:
    {    
        
"classname" "/weapon_pistol_magnum_spawn/"
    
}
    
replace:
    {
        
"classname" "weapon_melee_spawn"
        
    

After comparing dump files tried to completely change magnum spawn entity:
PHP Code:
"origin" "5295 8394 5576"
"targetname" "spawnitems_guns"
"spawnflags" "2"
"solid" "6"
"skin" "0"
"model" "models/w_models/weapons/w_pistol_1911.mdl"
"count" "1"
"angles" "0 300 -87"
"classname" "weapon_pistol_magnum_spawn"
"hammerid" "4296921" 
to melee spawn entity:
PHP Code:
"origin" "6112.63 8262.97 5922.27"
"targetname" "weapons_scavenge"
"spawnflags" "3"
"solid" "6"
"skin" "0"
"melee_weapon" "crowbar"
"disableshadows" "1"
"count" "1"
"angles" "0 150 -90"
"classname" "weapon_melee_spawn"
"hammerid" "4331696" 
Result:
PHP Code:
modify:
{
    
match:
    {    
        
"classname" "/weapon_pistol_magnum_spawn/"
    
}
    
replace:
    {
        
"targetname" "weapons_scavenge"
        "spawnflags" "3"
        "classname" "weapon_melee_spawn"
        
    
}
    
insert:
    {
        
"melee_weapon" "golfclub,fireaxe,frying_pan,machete,baseball_bat,crowbar,cricket_bat,electric_guitar,katana,tonfa" //All melees are unlocked with Left 4 Downtown 2, so it works in other cases.
        
"disableshadows" "1"
    
}
    
delete:
    {
        
"model" "models/w_models/weapons/w_pistol_1911.mdl"
    
}

It's not working, magnum spawns just disappear. Any ideas what I'm doing wrong?

Last edited by alcybery; 07-11-2017 at 17:49.
alcybery is offline
Kerouha
Member
Join Date: Jul 2015
Location: Russian Federation
Old 07-16-2017 , 05:01   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #7

Quote:
Originally Posted by alcybery View Post
It's not working, magnum spawns just disappear. Any ideas what I'm doing wrong?
Try this.
Code:
modify:
{
    match:
    {    
        "classname" "weapon_pistol_magnum_spawn"
    }
    replace:
    {
        "classname" "weapon_melee_spawn"
        "count" "1" ;amt of times this can be picked up
    }
    insert:
    {
        "melee_weapon" "any" ;instead of writing each melee weapon name
    }
    delete:
    {
        "model" "models/w_models/weapons/w_pistol_1911.mdl"
    }
}
"spawnflags" "3" will make your melee weapons always appear on the map (ignoring director), and also make them physical (so they may slide/roll/fall from their initial coordinates), you might not want that.
Changing "disableshadows" is not necessary too.
"targetname" "weapons_scavenge" will most likely make this item disappear in any gamemode but Scavenge, so you better leave it unmodified.
Kerouha is offline
alcybery
Member
Join Date: Apr 2016
Old 07-16-2017 , 17:05   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #8

Quote:
Originally Posted by Kerouha View Post
Try this.
Code:
modify:
{
    match:
    {    
        "classname" "weapon_pistol_magnum_spawn"
    }
    replace:
    {
        "classname" "weapon_melee_spawn"
        "count" "1" ;amt of times this can be picked up
    }
    insert:
    {
        "melee_weapon" "any" ;instead of writing each melee weapon name
    }
    delete:
    {
        "model" "models/w_models/weapons/w_pistol_1911.mdl"
    }
}
"spawnflags" "3" will make your melee weapons always appear on the map (ignoring director), and also make them physical (so they may slide/roll/fall from their initial coordinates), you might not want that.
Changing "disableshadows" is not necessary too.
"targetname" "weapons_scavenge" will most likely make this item disappear in any gamemode but Scavenge, so you better leave it unmodified.
Thanks a lot, this actually works.

Found out there are remaining magnums left from "any_pistol" spawns. Converted them to pistol spawns with this:
PHP Code:
modify:
{
    
match:
    {    
    
"weapon_selection" "any_pistol"
    "classname" "weapon_spawn"
    
}
    
replace:
    {
    
"classname" "weapon_pistol_spawn"
    
}

alcybery is offline
Austin
Senior Member
Join Date: Oct 2005
Old 09-07-2017 , 00:58   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #9

What is the latest version of stripper?

The file names here are a bit confusing
http://www.bailopan.net/stripper/snapshots/1.2/

and what looks like the latest version,
stripper-1.2.2-git125-windows.zip
the dates on the files in the bin directory are from 9/22/2016
??
Austin is offline
sneaK
SourceMod Moderator
Join Date: Feb 2015
Location: USA
Old 09-07-2017 , 03:45   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #10

1.2.2-git125 is the latest build.
__________________
sneaK is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 00:44.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode