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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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JustMadMan
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Join Date: Feb 2023
Old 11-08-2023 , 13:36   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1701

Quote:
Originally Posted by Psyk0tik View Post
You’ll have to send me the plugin you use to play as infected in coop mode so I can test the issue. I don’t use any plugins to play infected outside of versus.
Wow..Crasher..I Found lobby mod Super-Tanks..Look!
https://www.gamemaps.com/details/28881
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 11-09-2023 , 18:53   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1702

Quote:
Originally Posted by JustMadMan View Post
Wow..Crasher..I Found lobby mod Super-Tanks..Look!
https://www.gamemaps.com/details/28881
It’s already been brought up before.

Quote:
Originally Posted by Psyk0tik View Post
I'll see if I can add anything new from these. From what I can see, most of these are already a part of Mutant Tanks, and are only slightly different.

1. Shield - This is just my "Shield" ability except you only need to shoot to break it and it will regenerate after 10 seconds. Mine can filter certain damage types and can randomly regenerate based on chance, not timer.
2. Swift - This is just my "Fast" ability and you can already set each Tank's speed with the "Run Speed" setting.
3. Illusion - This is similar to my "God" and "Ultimate" abilities. The execution is different, but it's not something unique enough to add.
4. Black Hole - This sounds similar to my "Gravity" ability, except for the black hole above the Tank's head. I don't see it as worth adding.
5. Boomer - This is the same as my "Puke" ability. I cannot find a difference.
6. Lightning - This is the same as my "Lightning" ability, but I will look at the code so maybe I can improve mine.
7. Death - This sounds similar to my "Smash" ability except that the ability is weaker on lower difficulties. Maybe I can add a setting to let users decide.
8. Fire - This is the same as my "Fire" ability. I cannot find a difference.
9. Spawner - This is almost the same as my "Zombie" ability. The only difference is that "Spawner" can command zombies to attack survivors. I will look at the code to see if I can copy it.
10. Injury - This is similar to my "Heal" ability which allows the Tank to set survivors to temporary health and make them black and white. The only thing I might add is the toxic fog.
11. Explosive - This is the same as my "Bomb" ability. I cannot find a difference.
12. Earthquake - This sounds similar to my "Shake" ability, but I will check the code for any differences.
13. Bloodlust - This sounds similar to a combination of my "Vampire", "Regen", and "Ultimate" abilities, but I will check the code for any differences.
14. Wizard - This sounds interesting. I will look at the code and find something new.
15. Meteor - This is the same as my "Meteor" ability. I cannot find a difference.
16. Reflector - This is the same as my "Hypno" ability. I could probably add the shield effect to let players know that the damage is being reflected.
17. Immortal - This sounds like my "God" ability. The execution is different, but it's not something I want to add to mine.
18. Acid - This is the same as my "Acid" ability. I cannot find a difference.
19. Freezing - This is the same as my "Ice" ability. I cannot find a difference.
20. Necromancer - This sounds similar to my "Necro" and "Witch" abilities. The only differences are that zombies don't have to be killed to turn into Witches, nearby special infected don't get health boosts, and killed survivors don't turn into special infected.
21. Mech - This sounds interesting. I will look at the code and find something new.
22. Trickster - This sounds similar to a combination of my "Enforce", "Ammo", "Fast", and "Heal" abilities. The execution is different, but it's not something unique enough to add.
23. Admin - I don't know what exclusive commands the description is referring to.
24. Phantom - This sounds similar to a combination of my "Ghost" and "Hurt" abilities. The execution is different, but it's not something unique enough to add.
25. Enrage - This sounds similar to a combination of my "Fragile" and "Ultimate" abilities. The execution is different, but it's not something unique enough to add.
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Franco20
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Join Date: Nov 2022
Old 11-09-2023 , 20:34   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1703

When you combine super tanks with mutant it does not work, the super tanks do not appear, it will be possible for them to be combined in the future
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 11-09-2023 , 21:18   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1704

Quote:
Originally Posted by Franco20 View Post
When you combine super tanks with mutant it does not work, the super tanks do not appear, it will be possible for them to be combined in the future
I have no idea what you're trying to say. I cannot help you.
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Franco20
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Join Date: Nov 2022
Old 11-09-2023 , 22:16   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1705

The special infected now have 900 life points and when they appear on the map they regenerate as a tank type, I mean the sound and now all tank types appear and I can't configure it because the cfg file is all tanks are disabled "-1 " and the configuration is not respected. How is it possible for all tank types to appear if it is disabled.

Last edited by Franco20; 11-09-2023 at 22:27.
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Franco20
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Join Date: Nov 2022
Old 11-09-2023 , 22:33   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1706

Quote:
Originally Posted by Franco20 View Post
Update the plugin now All tank types appear on the map and the mutant tank cfg file all tank types are set to -1 .
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Voevoda
Senior Member
Join Date: Aug 2016
Old 11-12-2023 , 09:44   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1707

https://forums.alliedmods.net/showpo...postcount=1610

also this problem remains
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sirphr
Member
Join Date: Jun 2010
Location: Florida, USA
Old 11-14-2023 , 14:37   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1708

Code:
L 11/14/2023 - 01:10:23: [SM] Exception reported: Array index out-of-bounds (index -1, limit 66)
L 11/14/2023 - 01:10:23: [SM] Blaming: mutant_tanks/mt_abilities2.smx
L 11/14/2023 - 01:10:23: [SM] Call stack trace:
L 11/14/2023 - 01:10:23: [SM]   [1] Line 225, mutant_tanks\abilities2\mt_minion.sp::vMinionClientDisconnect
L 11/14/2023 - 01:10:23: [SM]   [2] Line 2373, mt_abilities2.sp::vAbilityPlayer
L 11/14/2023 - 01:10:23: [SM]   [3] Line 422, mt_abilities2.sp::OnClientDisconnect
Any ideas why i'd get this?
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 11-14-2023 , 20:49   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1709

Quote:
Originally Posted by Franco20 View Post
The special infected now have 900 life points and when they appear on the map they regenerate as a tank type, I mean the sound and now all tank types appear and I can't configure it because the cfg file is all tanks are disabled "-1 " and the configuration is not respected. How is it possible for all tank types to appear if it is disabled.
Will be fixed in the next update.

Side note: I suggest putting all your reports in one post instead of spamming the thread. If you keep cluttering the thread, I'm going to just ignore your posts in the future.

Quote:
Originally Posted by Voevoda View Post
Will be fixed in the next update.

Side note: Just edit your previous post instead of making a new one and spamming the thread. Also stop blanking your posts and just delete them when you edit the post. If you keep cluttering the thread, I'm going to just ignore your posts in the future.

Quote:
Originally Posted by sirphr View Post
Code:
L 11/14/2023 - 01:10:23: [SM] Exception reported: Array index out-of-bounds (index -1, limit 66)
L 11/14/2023 - 01:10:23: [SM] Blaming: mutant_tanks/mt_abilities2.smx
L 11/14/2023 - 01:10:23: [SM] Call stack trace:
L 11/14/2023 - 01:10:23: [SM]   [1] Line 225, mutant_tanks\abilities2\mt_minion.sp::vMinionClientDisconnect
L 11/14/2023 - 01:10:23: [SM]   [2] Line 2373, mt_abilities2.sp::vAbilityPlayer
L 11/14/2023 - 01:10:23: [SM]   [3] Line 422, mt_abilities2.sp::OnClientDisconnect
Any ideas why i'd get this?
Will be fixed in the next update. This was already reported in a previous post if you look in previous pages of the thread.
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xcd222
Member
Join Date: Mar 2022
Old 11-20-2023 , 22:44   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1710

I only considered using 8.99 today and looks like it went badly. Anyways I would like to add a suggestion for version 9.00. Melee weapons deal % of the tank's total health instead of having a fixed damage. I tend to make my tank hp multiply if there are more than 4 survivors. Sadly my team abuses the use of melee weapons to easily kill the tanks even with very high HP. I also don't want to add melee immunity to all of them, and adding an absorb ability to each of them seems to be too unproductive. Would you consider this request?
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