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


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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 03-12-2023 , 23:21   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1501

Quote:
Originally Posted by heiioween View Post
Someone else has problem with hit registrations of special infected after installing this plugin?
If you can reproduce the problem consistently and narrow down the issue, I can fix it in the next update.

Quote:
Originally Posted by kot4404 View Post
Is it possible to just go to the next wave group when previous wave dies without timer? I don't really understand the waves and the wiki isn't that clear
Code:
"Waves"
		{
			"Limit Extras"				"0"
			"Extras Delay"				"1.0"
			"Regular Amount"			"0"
			"Regular Delay"				"0.1"
			"Regular Interval"			"0.1"
			"Regular Limit"				"99999"
			"Regular Type"				"1-126"
			"Regular Wave"				"False"
			"Finale Amount"				"Min"
			"Finale Types"				"1-3,4-6,7-9,10-12"
			"Finale Waves"				"0,0,0,0,0,0,0,0,0,0,0"
		}
I expected first tank/s in map to be type 1-3, next 4-6, 7-9 etc. but it seems to get stuck spawning only tank #5 and #6 constantly
Try completing the full syntax for the "Finale Types" setting. The first set refers to the period before the finale event starts. There should be a total of 11 sets in that setting's value; yours only has 4 sets.

If it still doesn't work, then I probably broke the config parser in the latest version.

Quote:
Originally Posted by JustMadMan View Post
Hi guys. I'm new to this site, so sorry for my clumsy english.
I would like to ask you. At the moment I am using Mutant Tanks 8.94 plugin with Super Infected plugin and when Tanks like Boss, Meme, Poltergeist, Ghost, Hallucination and similar Tanks are encountered, the Special Infected next to them become Super Infected. Is there a possibility disable this feature for similar Tanks or is it just a conflict between these two plugins?
Quote:
Originally Posted by JustMadMan View Post
Hello again,Psykotik
In general, after experimenting with the inclusion of cvar nb_stop 1.When I spawned any Special Infected next to the Tank, found out
Any Tank with the "Invisibility" ability turns nearby Special Infected invisible, which should not be the case in principle
This happens if used with any version of the MT plugin or ST++ with Super Infected plugin
Set the "Ghost Specials" setting to "0" to make it compatible with Super Infected.
PHP Code:
"Ghost Ability"
{
    
"Ghost Specials"            "0"

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JustMadMan
Member
Join Date: Feb 2023
Old 03-25-2023 , 06:52   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1502

Thank you. It worked. However, I have an idea for Tanks with the "Gravity" ability. Why don't you add a function for magnetic Tanks so that there is gravity at the place where the stone breaks for a few seconds using the "Black Hole" effect from the Prototype Grenades plugin?
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wakwaw300
Junior Member
Join Date: Oct 2022
Old 03-29-2023 , 05:13   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1503

Hello

I already install it but the tank that spawns just vanilla tank and not the special one, I already read how to install it but still the tank is just vanilla
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Mi.Cura
Veteran Member
Join Date: Dec 2016
Location: Brazil
Old 03-29-2023 , 09:27   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1504

Quote:
Originally Posted by wakwaw300 View Post
Hello

I already install it but the tank that spawns just vanilla tank and not the special one, I already read how to install it but still the tank is just vanilla

You have to enable the tanks you want in the mutant_tank.cfg file
Change: from "-1" to "1"

Example:
Code:
"Tank Name" "Absorber Tank"
"Tank Enabled" "1"
Read through the documentation about the plugin, it will help a lot.
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https://steamcommunity.com/groups/micuramodzombie

Last edited by Mi.Cura; 03-29-2023 at 09:30.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 03-30-2023 , 02:58   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1505

Quote:
Originally Posted by JustMadMan View Post
Thank you. It worked. However, I have an idea for Tanks with the "Gravity" ability. Why don't you add a function for magnetic Tanks so that there is gravity at the place where the stone breaks for a few seconds using the "Black Hole" effect from the Prototype Grenades plugin?
I'll try to add something similar, probably without all the visual effects. No promises.
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Balloons
Member
Join Date: Feb 2020
Old 04-02-2023 , 15:41   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1506

Is there a way I can remove all particle effects on the tanks? I'm trying to find a way to reduce ping spikes as much as possible being that I run a 20+ survivor server lol. I've already removed all particle sections from the mutant_tanks.cfg and I still see the flashlight/spotlight effect on them.
My other option was to use the original SuperTanks plugin by machine, but lately it's been giving me its own issues and I want to move on.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 04-02-2023 , 15:50   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1507

Quote:
Originally Posted by Balloons View Post
Is there a way I can remove all particle effects on the tanks? I'm trying to find a way to reduce ping spikes as much as possible being that I run a 20+ survivor server lol. I've already removed all particle sections from the mutant_tanks.cfg and I still see the flashlight/spotlight effect on them.
My other option was to use the original SuperTanks plugin by machine, but lately it's been giving me its own issues and I want to move on.
Tank # —> Props —> “Props Attached”

Look for the setting in INFORMATION.md for details.
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ddd123
Senior Member
Join Date: May 2021
Old 04-05-2023 , 01:10   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1508

Hi, long time no see.
I've played L4D2 for long time and update Mutant Tank but i don't know if is just me or find notice something that:
- When i install Mutant Tank, the witch don't die herself on burn/fire. The witch will die normally when i disable the Mutant Tank.
- Sometime, the Tank abilities chance are become 100% even tho i set "God Chance" to "15.0" but sometime they keep using God ability after deactivate. Or "Bomb Range Chance" to "1.0" but sometime they keep bombing on ranges non-stop.

Last edited by ddd123; 04-05-2023 at 01:10.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 04-05-2023 , 18:20   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1509

Quote:
Originally Posted by ddd123 View Post
Hi, long time no see.
I've played L4D2 for long time and update Mutant Tank but i don't know if is just me or find notice something that:
- When i install Mutant Tank, the witch don't die herself on burn/fire. The witch will die normally when i disable the Mutant Tank.
- Sometime, the Tank abilities chance are become 100% even tho i set "God Chance" to "15.0" but sometime they keep using God ability after deactivate. Or "Bomb Range Chance" to "1.0" but sometime they keep bombing on ranges non-stop.
It might have to do with the randomization function I use. Maybe it's not always random... I'll look into it when I can.

As for the Witch issue, can you elaborate more on that? Does she not die to fires in general or fires caused by survivors?

EDIT: I found the issue. It will be fixed in the next update. Thanks for reporting!
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Last edited by Psyk0tik; 04-06-2023 at 17:38.
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wakwaw300
Junior Member
Join Date: Oct 2022
Old 04-14-2023 , 12:58   Re: [L4D & L4D2] Mutant Tanks (v8.96, 12-25-2022)
Reply With Quote #1510

Quote:
Originally Posted by Mi.Cura View Post
You have to enable the tanks you want in the mutant_tank.cfg file
Change: from "-1" to "1"

Example:
Code:
"Tank Name" "Absorber Tank"
"Tank Enabled" "1"
Read through the documentation about the plugin, it will help a lot.
ah I see, thanks for that
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