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


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Psyk0tik
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Old 07-11-2018 , 21:00   Re: [L4D & L4D2] Super Tanks++ (v8.19, 07-10-2018)
Reply With Quote #171

Quote:
Originally Posted by FatalOE71 View Post
Ok, thank you for your answer. I did as you said, but I think it is forcing alphabetical order.

So the normal adminmenu_sorting has the following setup order.

Player Commands
Server Commands
Voting Commands

But then past that it seems to force a certain order. I used to have the following layout

Player Commands
Server Commands
Voting Commands
Weapon Spawner

now

Player
Server
Voting
Super Tanks
Weapon Spawner

Any idea how to force it to swap the last two around. I looked around and everything I have tried it always ends up the same.

Thanks for your answer again and once again any help would be appreciated.
This worked for me:

Code:
"Menu"
{
	"PlayerCommands"
	{
		"item"		"sm_respawn"
		"item"		"sm_slay"
		"item"		"sm_slap"
		"item"		"sm_kick"
		"item"		"sm_ban"
		"item"		"sm_bandisconnected"
		"item"		"sm_gag"
		"item"		"sm_burn"		
		"item"		"sm_beacon"
		"item"		"sm_freeze"
		"item"		"sm_timebomb"
		"item"		"sm_firebomb"
		"item"		"sm_freezebomb"
	}

	"ServerCommands"
	{
		"item"		"sm_map"
		"item"		"sm_execcfg"
		"item"		"sm_reloadadmins"
	}

	"VotingCommands"
	{
		"item"		"sm_cancelvote"
		"item"		"sm_votemap"
		"item"		"sm_votekick"
		"item"		"sm_voteban"
	}

	"SuperTanks++"
	{
		"item"		"sm_tank"
	}

	"Spawn Uncommon Infected"
	{
		"item"		"sm_spawnuncommon"
		"item"		"sm_spawnuncommonhorde"
	}
}
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FatalOE71
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Old 07-11-2018 , 22:56   Re: [L4D & L4D2] Super Tanks++ (v8.19, 07-10-2018)
Reply With Quote #172

Thanks for the help. The problem was my adminmenu_sorting.txt is just stock. So what was happening was the l4d2_weaponspawner_v10a.smx had the title coded in it. Since it started with a "W" and yours started with an "S" for the menu title yours was first. So I went into the Weaponspawner soucre file and found the title and changed it to "Spawn Menu" and updated the translation file to match. So now it back in the order/slot it was prior with just a simple name change.

Thank you for all your help and input, much appreciated. Also thank you for all your hard work on the Super Tank++ plugin.

Last edited by FatalOE71; 07-11-2018 at 23:15.
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Psyk0tik
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Old 07-12-2018 , 06:44   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #173

Version 8.20 is out!

Changes

1. Renamed the "Common Ability" and "Common Amount" KeyValues to "Zombie Ability" and "Zombie Amount".
2. The "Acid Claw-Rock" and "Fling Claw-Rock" abilities are now replaced with the "Puke Claw-Rock" ability on L4D1, even if the Super Tank does not have the "Puke Claw-Rock" ability enabled for it.
3. Added the "Pimp Claw-Rock" KeyValue which lets the Super Tank pimp slap survivors.
4. Added the "Pimp Amount" KeyValue which determines how many times the Super Tank can pimp slap survivors in a row.
5. Added the "Pimp Chance" KeyValue which determines how often the Super Tank pimp slaps survivors.
6. Added the "Pimp Damage" KeyValue which determines the damage of the Super Tank's pimp slaps.
7. Added the "Minion Ability" KeyValue which lets the Super Tank spawn special infected behind itself.
8. Added the "Minion Amount" KeyValue which determines how many minions the Super Tank can spawn.
9. Added the "Minion Chance" KeyValue which determines how often the Super Tank spawns special infected behind itself.
10. Added the "Minion Types" KeyValue which decides what special infected the Super Tank can spawn behind itself.
11. Added the "God Ability" KeyValue which lets the Super Tank have temporary god mode.
12. Added the "God Chance" KeyValue which determines how often the Super Tank gets temporary god mode.
13. Added the "God Duration" KeyValue which decides how long the Super Tank's temporary god mode lasts.
14. Added the "Clone Ability" KeyValue which lets the Super Tank spawn clones of itself.
15. Added the "Clone Amount" KeyValue which determines how many clones the Super Tank can spawn.
16. Added the "Clone Chance" KeyValue which determines how often the Super Tank can spawn clones of itself.
17. Added the "Clone Health" KeyValue which decides how much health each clone of the Super Tank gets.
18. Used a better method for preventing Tanks from getting stuck in the dying animation.

Files

1. Updated include file.
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Psyk0tik
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Old 07-12-2018 , 06:58   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #174

I feel that there are some things I should mention here that isn't already in the README file on the GitHub repository.

1. If you plan on moving the Super Tanks++ category around on the admin menu, you'll have to do the following:

- Open up addons/sourcemod/configs/adminmenu_sorting.txt.
- Enter the "SuperTanks++" category like so:

PHP Code:
"Menu"
{
    
"PlayerCommands"
    
{
        
"item"        "sm_respawn"
        "item"        "sm_slay"
        "item"        "sm_slap"
        "item"        "sm_kick"
        "item"        "sm_ban"
        "item"        "sm_bandisconnected"
        "item"        "sm_gag"
        "item"        "sm_burn"        
        "item"        "sm_beacon"
        "item"        "sm_freeze"
        "item"        "sm_timebomb"
        "item"        "sm_firebomb"
        "item"        "sm_freezebomb"
    
}

    
"ServerCommands"
    
{
        
"item"        "sm_map"
        "item"        "sm_execcfg"
        "item"        "sm_reloadadmins"
    
}

    
"VotingCommands"
    
{
        
"item"        "sm_cancelvote"
        "item"        "sm_votemap"
        "item"        "sm_votekick"
        "item"        "sm_voteban"
    
}

    
"SuperTanks++"
    
{
        
"item"        "sm_tank"
    
}

    
"A Menu"
    
{
        
"item"        "sm_test"
    
}

    
"Zombie Spawner"
    
{
        
"item"        "sm_spawn"
    
}

You do not need to edit the source code of plugins with their own admin menu categories. The admin menu configs already allow you to move stuff around as you wish (to a certain extent).

2. When using the custom config options provided with the plugin, you *HAVE* the option to create different Tanks for different configs.

Example:

PHP Code:
// Settings for cfg/sourcemod/super_tanks++/super_tanks++.cfg
"Super Tanks++"
{
    
"General"
    
{
        
"Enable Custom Configs"            "1" // Enable custom configs
        
"Execute Config Types"            "1" // 1: Difficulty configs (easy, normal, hard, impossible)
    
}
    
"Tank 69"
    
{
        
"Tank Name"                "Psyk0tik Tank"
        "Tank Enabled"            "1"
        "Skin-Glow Colors"        "0,170,255,255|0,170,255"
        "Extra Health"            "250"
        "Fire Immunity"            "1"
    
}
}

// Settings for cfg/sourcemod/super_tanks++/difficulty_configs/impossible.cfg
"Super Tanks++"
{
    
"Tank 69"
    
{
        
"Tank Name"                "Idiot Tank"
        "Tank Enabled"            "1"
        "Skin-Glow Colors"        "1,1,1,255|1,1,1"
        "Extra Health"            "1"
    
}

Output: When the current difficulty is Expert mode (impossible), the Idiot Tank will spawn instead of Psyk0tik Tank as long as custom configs is being used.

These are basically temporary Tanks that you guys can create for certain situations, like if there's 5 players on the server, the map is c1m1_hotel, or even if the day is Thursday, etc.
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Last edited by Psyk0tik; 07-12-2018 at 06:59.
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Slaven555
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Join Date: Jul 2018
Old 07-12-2018 , 12:37   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #175

Hello Crasher! Where can I read the properties of tanks and how to kill them?
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KasperH
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Location: Hungary
Old 07-12-2018 , 13:27   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #176

Quote:
Originally Posted by Slaven555 View Post
Hello Crasher! Where can I read the properties of tanks and how to kill them?
You can read the tanks abilities in the config file. Find the "Example" line.

Some tanks have immunity abilities, like bullet,melee,fire,explosive..etc exp: A tank with bullet immunity can't be killed with gunfire, but throwing a molotov can burn him to death.

A Tank with a shield can be damaged with explosion, the shield deactivates for x sec, and you can damage it with gunfire or anything. They throw propane tanks, so just blow up one when the tank is near it, and the shield is deactivated.
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Psyk0tik
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Old 07-12-2018 , 16:50   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #177

Like KasperH said, most of the Tanks can be killed normally.

The following abilities require different strategies though:

1. Absorb Ability - The Super Tank takes way less damage.
2. God Ability - The Super Tank will have god mode temporarily and will not take any damage at all until the effect ends.
3. Bullet Immunity - Forget your guns. Just spam your grenade launcher at it, slash it with an axe or crowbar, or burn it to death.
4. Explosive Immunity - Forget explosives and just focus on gunfire, melee weapons, and molotovs/gascans.
5. Fire Immunity - No more barbecued Tanks.
6. Melee Immunity - No more Gordon Freeman players (immune to melee weapons including crowbar).
7. Nullify Hit - The Super Tank can mark players as useless, which means as long as that player is nullified, they will not do any damage.
8. Shield Ability - Wait for the Tank to throw propane tanks at you and then throw it back at the Tank. Then shoot the propane tank to deactivate the Tank's shield.
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Psyk0tik
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Old 07-12-2018 , 17:16   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #178

Someone reported an error to me about an array index being out-of-bounds so I reuploaded a new v8.20 to fix that error.

I also updated the README file to answer more questions and cover more possible situations that you guys may encounter.

Please redownload.
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Slaven555
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Old 07-13-2018 , 12:07   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #179

Crasher, KasperH thanks for the explanation. I also saw the error of the index, but did not have time to report it. Excellent that you all corrected. And all the same does not work tanks with the included plug-in sourcebans. Could you see what the problem is.
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Psyk0tik
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Old 07-13-2018 , 21:31   Re: [L4D & L4D2] Super Tanks++ (v8.20, 07-12-2018)
Reply With Quote #180

I don't think I can help you. Super Tanks++ doesn't have any code that conflicts with SourceBans. I also don't think SourceBans has any code that would conflict with Super Tanks++ specifically.
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