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


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Mi.Cura
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Old 04-20-2020 , 12:52   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #641

Quote:
Originally Posted by Crasher_3637 View Post
Version 8.65 is out!

Download | Changelog

*Requires SourceMod 1.10.0.6421 or higher.

Thanks for this, Crasher....
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sxslmk
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Old 04-21-2020 , 02:08   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #642

Quote:
Originally Posted by Crasher_3637 View Post
Version 8.65 is out!

Download | Changelog

*Requires SourceMod 1.10.0.6421 or higher.
Thanks!
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Psyk0tik
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Join Date: May 2012
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Old 04-22-2020 , 07:12   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #643

Quote:
Originally Posted by Voevoda View Post
@Crasher_3637 Hi

Will there be updates in the near future plugin?
Post the full error log.

Quote:
Originally Posted by foxhound27 View Post
hello Crasher sorry to bother hehe i have 2 special request:

* Add a cvar to disable any announce events (global) in chat but -Spawn Announce
* Include this option to display health ("%s (%i HP)") where %s is tank name and %i remaining health

Thank you!!
I'll add the 2nd request in the next update. The 1st request is too specific and would just be very redundant.

Quote:
Originally Posted by NeptuniaMX View Post
Hi mate, nice plugins. I got some questions to ask you as well. When im playing a versus mode on my server and there's a player getting his turn to play as tank, somehow the early spawned tank is replaced with a new one from the players and it got stucked until the timer to hit a survivor runs out. Do you have any solution to this? [...]
I'll work on fixing this issue. I know that the respawn has been an issue even in the original Super Tanks.
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Psyk0tik
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Old 04-22-2020 , 07:44   Re: [L4D & L4D2] Mutant Tanks (v8.64, 8-23-2019) [Human/AI Tanks Supported]
Reply With Quote #644

Quote:
Originally Posted by Marttt View Post
@ryzewash,

The problem is that in a lot of finales is executed a vscript file, e.g.: "c9m2_lots_finale.nut"
Which sets the Director to spawn a single tank in the finale wave, ignoring all configs that you have
(tank limit cvar or even the TankLimit vscript unlocker)

So one way to bypass it is with Silvers's plugin VScript File Replace by now I accomplished that by changing lines like this:

Changing the red lines from 1 to 2.

Spoiler


By now I don't think that there is a better option in the forum, maybe in the future someone can make a plugin that reads the A_CustomFinale* director vscript vars, and check if it is a tank, then set it to the new desired amount.

So in the end the data.cfg file from Silvers plugin will be like the "vscripts_override.cfg" attached file.
And you add this file "c9m2_lots_finale.nut" to your vscripts\vscripts_custom folder.

Note: Sometimes it doesn't work, noticed that with more frequency in the c12m5_cornfield map.
You're actually replacing the wrong variables. I looked at all the vscripts for each finale and saw that the L4D2 finales don't enforce "TankLimit" while the L4D1 finales do. Here's what I did to get more than one Tank to spawn in L4D1 finales:

PHP Code:
"vscript_replacer"
{
    
// This matches "c1m1_" to "c99m99_" for example, all Valve maps in L4D2.
    
"c[0-9]m[0-9]_.+"
    
{
        
// This matches all the Valve maps' finale scripts.
        
"c[0-9]m[0-9]_.+_finale"
        
{
            
// Matches the script name and strings with RegEx.
            
"regex"            "3"

            
// Block Tank limits.
            
"TankLimit"        "// TankLimit"
        
}
    }

Your method only blocks the Tank limit for each wave, not for the whole map.
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Last edited by Psyk0tik; 04-22-2020 at 08:42.
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Marttt
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Old 04-22-2020 , 09:45   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #645

Well, I did that a long time ago, the idea behind this was why aren't spawning more than 1 tank in the finale waves, so I found this A_CustomFinaleValue* var. After changing that seems to work. I have 4 servers with this config working fine, so I don't know what I could have done wrong.
Anyway I helped some people after this post and they said that worked too. Btw thanks.
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Psyk0tik
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Old 04-22-2020 , 10:03   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #646

Quote:
Originally Posted by Marttt View Post
Well, I did that a long time ago, the idea behind this was why aren't spawning more than 1 tank in the finale waves, so I found this A_CustomFinaleValue* var. After changing that seems to work. I have 4 servers with this config working fine, so I don't know what I could have done wrong.
Anyway I helped some people after this post and they said that worked too. Btw thanks.
Oh, I worded that wrong. Let me rephrase what I said.

You're not replacing the *wrong* variables, but you aren't exactly blocking the limit for the whole map. Your method definitely works, but my method makes sure that you can spawn more than 1 Tank even before starting the finale. But yes, your method isn't "wrong" in that specific situation. My bad. :P

I found out a long time ago when testing Mutant Tanks in No Mercy finale that the vscript takes effect for the whole map, so your method wouldn't have let me spawn more than 1 Tank in-between waves. It sucks that Valve added that limit by default when there aren't even any limits in the L4D1 versions.
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Mi.Cura
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Old 04-22-2020 , 13:30   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #647

I still have problems with the Tanks dropping their "PROPS" randomly, and very often.

I did a test yesterday disabling almost all plugins, and the Tanks keep dropping their "props", if anyone has any idea what could be wrong I appreciate it.

Below are images and an example of config:

"Props"
{
"Light Color" "100,35,0,255"
"Oxygen Tank Color" "100,35,0,255"
"Flame Color" "100,35,0,180"
"Rock Color" "100,35,0,255"
"Tire Color" "100,35,0,255"
"Props Attached" "62"
"Props Chance" "0.0,100.0,100.0,50.0,100.0,100.0"

}

https://drive.google.com/file/d/14J0...ew?usp=sharing
https://drive.google.com/file/d/1Gpn...ew?usp=sharing
https://drive.google.com/file/d/1U7C...ew?usp=sharing
https://drive.google.com/file/d/1YYu...ew?usp=sharing
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Tank Rush
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Old 04-22-2020 , 14:44   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #648

Hello Crasher_3637
Does this plugin work with Tank Rush 2 v1.3.4? I'm using Mutant Tanks on my servers but it seems like Tanks get stuck when they don't come in contact with any survivors or when you get too far away from them.
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DukeofLeet
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Join Date: Oct 2019
Old 04-23-2020 , 22:49   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #649

Awesome to see you are still updating this mod, this mod is the only thing keeping me and my friends playing this game still to this day. Hope to see some new features sometime in the future.
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Psyk0tik
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Old 04-23-2020 , 22:56   Re: [L4D & L4D2] Mutant Tanks (v8.65, 4-20-2020) [Human/AI Tanks Supported]
Reply With Quote #650

Quote:
Originally Posted by Mi.Cura View Post
I still have problems with the Tanks dropping their "PROPS" randomly, and very often.

I did a test yesterday disabling almost all plugins, and the Tanks keep dropping their "props", if anyone has any idea what could be wrong I appreciate it.

Below are images and an example of config:

"Props"
{
"Light Color" "100,35,0,255"
"Oxygen Tank Color" "100,35,0,255"
"Flame Color" "100,35,0,180"
"Rock Color" "100,35,0,255"
"Tire Color" "100,35,0,255"
"Props Attached" "62"
"Props Chance" "0.0,100.0,100.0,50.0,100.0,100.0"

}

https://drive.google.com/file/d/14J0...ew?usp=sharing
https://drive.google.com/file/d/1Gpn...ew?usp=sharing
https://drive.google.com/file/d/1U7C...ew?usp=sharing
https://drive.google.com/file/d/1YYu...ew?usp=sharing
I already fixed that in v8.66. Will release the update by the start of May.

Quote:
Originally Posted by Tank Rush View Post
Hello Crasher_3637
Does this plugin work with Tank Rush 2 v1.3.4? I'm using Mutant Tanks on my servers but it seems like Tanks get stuck when they don't come in contact with any survivors or when you get too far away from them.
If all the plugin does is spawn Tanks, it should not conflict with Mutant Tanks. Use them together and let us know what the results are.

Quote:
Originally Posted by DukeofLeet View Post
Awesome to see you are still updating this mod, this mod is the only thing keeping me and my friends playing this game still to this day. Hope to see some new features sometime in the future.
I can't think of any more abilities or features to add, but if you have any suggestions, let me know here. I'm glad that my work has kept some people from quitting the game.
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