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[L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.5)[09-Mar-2021]


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ricksfishin
Senior Member
Join Date: Oct 2017
Old 08-03-2021 , 18:45   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.2)[03-Aug-2021]
Reply With Quote #31

L 08/03/2021 - 17:08:12: [SM] Exception reported: Array index out-of-bounds (index 6, limit 6)
L 08/03/2021 - 17:08:12: [SM] Blaming: disabled/l4d_zspawn.smx
L 08/03/2021 - 17:08:12: [SM] Call stack trace:
L 08/03/2021 - 17:08:12: [SM] [1] Line 1380, C:SM-110-
6510\sourcemod\scripting\l4d_zspawn.sp::NextS pecialSpawn
L 08/03/2021 - 17:08:12: [SM] [2] Line 1154, C:SM-110-6510\sourcemod\scripting\l4d_zspawn.sp::AutoS pawn_Timer.

I'm still getting same error's
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Earendil
Senior Member
Join Date: Jan 2020
Location: Spain
Old 08-05-2021 , 11:29   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.1)[09-May-2021]
Reply With Quote #32

Quote:
Originally Posted by Mr. Man View Post
I think the kicking is stopping specials from spawning after a while. Testing right now and the SI just seemed to stop coming. Also getting the following error:

Code:
L 08/03/2021 - 14:33:12: [SM] Exception reported: Array index out-of-bounds (index 6, limit 6)
L 08/03/2021 - 14:33:12: [SM] Blaming: L4D2_zombiespawnmanager.smx
L 08/03/2021 - 14:33:12: [SM] Call stack trace:
L 08/03/2021 - 14:33:12: [SM]   [1] Line 1428, l4d_zspawn.sp::NextSpecialSpawn
L 08/03/2021 - 14:33:12: [SM]   [2] Line 1199, l4d_zspawn.sp::AutoSpawn_Timer
Quote:
Originally Posted by ricksfishin View Post
I'm still getting same error's
Found error, fixed, thanks.

Code:
* 1.2.3 (05-Aug-2021)
	- Fixed "array out of bounds" error in special infected spawn(thanks to ricksfishin and Mr. Man for the report)

Last edited by Earendil; 08-05-2021 at 11:30.
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Mr. Man
Veteran Member
Join Date: Mar 2011
Location: Huh?
Old 08-05-2021 , 11:53   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.3)[05-Aug-2021]
Reply With Quote #33

The errors seemed to have stopped but the tanks are still blocked from spawning on finales when SI spawn rate is configured to high using your recommended cfg settings: https://forums.alliedmods.net/showth...43#post2754443

Just did some drill down with Lux and when I use your plugin to manage the mob spawn I'll get a constant stream of mobs which is interfering with the way director spawns the tanks in finale. With it turned off the tanks spawn normally: zspawn_automob_enable "0".
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Last edited by Mr. Man; 08-06-2021 at 01:48.
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Earendil
Senior Member
Join Date: Jan 2020
Location: Spain
Old 09-23-2021 , 07:18   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.3)[05-Aug-2021]
Reply With Quote #34

Quote:
Originally Posted by Mr. Man View Post
The errors seemed to have stopped but the tanks are still blocked from spawning on finales when SI spawn rate is configured to high using your recommended cfg settings: https://forums.alliedmods.net/showth...43#post2754443

Just did some drill down with Lux and when I use your plugin to manage the mob spawn I'll get a constant stream of mobs which is interfering with the way director spawns the tanks in finale. With it turned off the tanks spawn normally: zspawn_automob_enable "0".
Fixed a new ConVar forces Director in L4D2 to spawn a finale tank and keep the game progressing.
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bald14
Member
Join Date: Aug 2021
Old 09-27-2021 , 08:33   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.4)[23-Sep-2021]
Reply With Quote #35

Quote:
// Amount of special infected that will be autospawned at once.
// -
// Default: "1"
// Minimum: "1.000000"
// Maximum: "28.000000"
zspawn_autosp_amount "1"
Excuse me, can I ask one thing?
This cvar will add-plus SI by timer or will adjust the spawn time of all SI in the game. Sorry for my English.
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Alexander_Mirny
New Member
Join Date: Mar 2019
Location: Russian
Old 09-27-2021 , 12:25   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.4)[23-Sep-2021]
Reply With Quote #36

It's not easier to do this?

In order for the infected to spawn at a certain time, it seems to me that the same thing.
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Earendil
Senior Member
Join Date: Jan 2020
Location: Spain
Old 09-27-2021 , 14:20   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.4)[23-Sep-2021]
Reply With Quote #37

Quote:
Originally Posted by bald14 View Post
Excuse me, can I ask one thing?
This cvar will add-plus SI by timer or will adjust the spawn time of all SI in the game. Sorry for my English.
When autospawn tries to spawn a special, it will try to spawn this amount. So imagine that you config the plugin to spawn specials every 10 seconds, if you set this CVar to 3, every 10 seconds 3 SI will be spawned at once, if you set it to 10, then 10 SI each 10 seconds interval(not 1 SI each second). This allows you to spawn big groups but add big amounts of time with no special spawn, allowing moments full of SI and moments with no SI.

Basically the idea of this plugin is to modify a lot of parameters to make different spawn modes to fit with other mods.
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bald14
Member
Join Date: Aug 2021
Old 09-28-2021 , 16:09   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.4)[23-Sep-2021]
Reply With Quote #38

Quote:
// Maximum amount of tanks that will be autospawned on each map.
// -
// Default: "2"
// Minimum: "0.000000"
// Maximum: "64.000000"
zspawn_autotank_max "1"

// Minimum amount of tanks that will be autospawned on each map.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "64.000000"
zspawn_autotank_min "0"
i've set it but always saw 2 tanks on each map
Can you check it again ?
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Earendil
Senior Member
Join Date: Jan 2020
Location: Spain
Old 09-29-2021 , 16:58   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.4)[23-Sep-2021]
Reply With Quote #39

Quote:
Originally Posted by bald14 View Post
i've set it but always saw 2 tanks on each map
Can you check it again ?
This will happens because director can spawn one tank too. So you will have tank spawned with plugin and tank spawned by director. Does this happens on all maps? Even first and last map of each campaing?

Last edited by Earendil; 09-29-2021 at 16:59.
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Balloons
Member
Join Date: Feb 2020
Old 10-01-2021 , 01:00   Re: [L4D & L4D2] ZSpawn: Zombie Spawn manager (v1.2.4)[23-Sep-2021]
Reply With Quote #40

Finales are working fine again but sometimes the plugin spawns extra (sometimes more than 3) tanks before the actual 2nd wave begins.
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