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[L4D1 & L4D2] Tank on Spawn


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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 09-15-2020 , 10:51   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #21

Updated.

Now, fully compatible with L4D2.

Quote:
1.21 (06-Sep-2020)
- Added ConVar "l4d_tank_on_spawn_add_finale_tanks" - Allows to add/remove some number of tanks on finale maps (for decreasing, use negative numbers).
- Translation formatting fix

1.22 (15-Sep-2020)
- Improved detection of Finale map (thanks to Timocop & SilverShot).
- Overriding max tank limits in L4D2 (thanks to Merudo).
- Added ConVar "l4d_tank_on_spawn_announcement" - Make announcement in chat when the tank is about to appear? (1 - Yes / 0 - No)
- Fixed tank does not keep distance during spawn (L4D2).
- Removed "kick" feature at all.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 09-19-2020 , 15:45   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #22

For some reason in the c5m5_bridge map, the tanks that I established do not appear, I practically told the plugin to appear several with little life and in a short time, but it does not spawn any.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 09-19-2020 , 16:40   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #23

EDIT: I did some tests and I was able to spawn multiple tanks in c5m5_bridge
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Last edited by Marttt; 09-19-2020 at 17:06.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 09-20-2020 , 22:04   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #24

For some reason the tanks on map c10m4_mainstreet appear too fast from each to other, they don't respect the interval i set:



l4d_tank_on_spawn_interval "60.0"
l4d_tank_on_spawn_delay_max "10.0"
l4d_tank_on_spawn_delay_min "10.0"
l4d_tank_on_spawn_announcedelay "0"
l4d_tank_on_spawn_countmode "1"
l4d_tank_on_spawn_fm_chance "100"

This would like to set it to 1, but not to be at 0 expect tanks to appear:

l4d_tank_on_spawn_ignore_rush "0"

This problem when using this plugin, did not occur, however this plugin has its bugs other than this problem.
[L4D2] Tank Rush 2 v1.3.4
I think this same problem is happening to me on all maps.

Plugins List:
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Last edited by Tonblader; 09-20-2020 at 22:23.
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Dragokas
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Location: Ukraine on fire
Old 10-01-2020 , 14:31   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #25

Quote:
Originally Posted by Tonblader View Post
For some reason the tanks on map c10m4_mainstreet appear too fast from each to other, they don't respect the interval i set:

l4d_tank_on_spawn_interval "60.0"
l4d_tank_on_spawn_delay_max "10.0"
l4d_tank_on_spawn_delay_min "10.0"
l4d_tank_on_spawn_announcedelay "0"
l4d_tank_on_spawn_countmode "1"
l4d_tank_on_spawn_fm_chance "100"
Exactly on that map?
So, "too fast" it is how many?

Quote:
This would like to set it to 1, but not to be at 0 expect tanks to appear:

l4d_tank_on_spawn_ignore_rush "0"
That should be 1, if you don't want waves superimposed on each other when director decide to spawn new tank by himself.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 10-02-2020 , 21:39   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #26

Quote:
Originally Posted by Dragokas View Post
Exactly on that map?
So, "too fast" it is how many?
1-5 seconds to spawn or even instantly very close to each other.

Quote:
Originally Posted by Dragokas View Post
That should be 1, if you don't want waves superimposed on each other when director decide to spawn new tank by himself.
c5m2_park (getting out of the decontamination cart to turn off the alarm)
c7m1_docks (It gets complicated when you get to the part of the wagon)
c10m4_mainstreet in (the part where we activate the alarm and we must get to the saferoom)

There are probably more maps where I didn't realize this problem happens too.

The fact is that this happens because there is no timeout that respects the tank's spawn.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 10-04-2020 , 15:57   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #27

I double checked current version of the code.
There is no chance for this plugin to not respect a delay you described.
The image you presented is only show us that somebody or something spawned the tank and this plugin adjusted HP for him.
If you want to ensure, you can re-compile this plugin with
Code:
#define DEBUG 1
The only message that prove the tank is (attempt to) spawned by this plugin will be:
Quote:
tank +
in chat.

Your problem should be somewhere in other 3rd party plugin (or director itself) try to spawn tank infinitely.
Remove half of your plugins, test, remove again e.t.c. Also, check VScripts / Stripper.

As about a delay, vice versa, there is a chance that this plugin double increase a delay between spawns if server will throw a well known engine's error:
Quote:
Couldn't find a tank Spawn position in 5 tries
There was a complex walkaround I removed from this plugin in very early private builds.
But, if somebody often faces such problem, I can return it (e.g. c5m5_bridge sometimes suffer from it).
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Last edited by Dragokas; 10-04-2020 at 15:59.
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rtokuda
Senior Member
Join Date: Dec 2019
Old 12-01-2020 , 22:33   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #28

Is there a way to control the tank's life on the first maps, differentiating another value for the final waves?
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Dragokas
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Location: Ukraine on fire
Old 12-01-2020 , 22:38   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #29

At the moment, no.
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rtokuda
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Join Date: Dec 2019
Old 12-03-2020 , 18:39   Re: [L4D1 & L4D2] Tank on Spawn
Reply With Quote #30

The l4d cvar "tank_on_spawn_hp" does not work, the tank always has HP 20,000, even changing the value.
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