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


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Psyk0tik
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Old 06-20-2018 , 03:51   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #101

Only Tank bots get affected. Human-controlled Tanks stay normal so that they aren't too OP.



If enough people want a feature to let human-controlled Tanks be super tanks I can add it in the next update.
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Last edited by Psyk0tik; 06-20-2018 at 03:52.
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Mi.Cura
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Old 06-20-2018 , 09:42   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #102

Hello Crasher, can help me please,

I have a question regarding the setup of playercount_configs:

Count bots?
0.cfg ???

This setting can be done this way, this works:
I did not understand what 0.cfg is, it is when there is 1 player alone.

playercount_configs, for exemple: this works ?

0.cfg:
stacid_extrahealth "1000"
stammo_extrahealth "1000"
stblind_extrahealth "1000"
stbomb_extrahealth "1000"
stbomb_fireimmunity "1000"

1.cfg:
stacid_extrahealth "2000"
stammo_extrahealth "2000"
stblind_extrahealth "2000"
stbomb_extrahealth "2000"
stbomb_fireimmunity "2000"

3.cfg:
stacid_extrahealth "2000"
stammo_extrahealth "1000"
stblind_extrahealth "2000"
stbomb_extrahealth "1000"
stbomb_fireimmunity "1000"

3.cfg:
stacid_extrahealth "3000"
stammo_extrahealth "2000"
stblind_extrahealth "3000"
stbomb_extrahealth "3000"
stbomb_fireimmunity "2000"
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Psyk0tik
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Old 06-20-2018 , 16:37   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #103

Each number represents the amount of players. If the server is empty and you have bots running through the maps on their own, then 0.cfg is executed. If not, then start with 1.cfg.
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Mi.Cura
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Old 06-20-2018 , 17:17   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #104

Quote:
Originally Posted by Crasher_3637 View Post
Each number represents the amount of players. If the server is empty and you have bots running through the maps on their own, then 0.cfg is executed. If not, then start with 1.cfg.


Okay, so I should always consider the bots count. Right?
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Psyk0tik
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Old 06-20-2018 , 17:25   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #105

Quote:
Originally Posted by Mi.Cura View Post
Okay, so I should always consider the bots count. Right?
No. What I'm saying is this:

0 human players = exec 0.cfg
1 human players = exec 1.cfg
2 human players = exec 2.cfg

So your 0.cfg settings should be in 1.cfg if you only want those settings for 1 human player on the server. Bots are "Fake clients" so they're not counted.
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Mi.Cura
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Old 06-20-2018 , 17:38   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #106

Quote:
Originally Posted by Crasher_3637 View Post
No. What I'm saying is this:

0 human players = exec 0.cfg
1 human players = exec 1.cfg
2 human players = exec 2.cfg

So your 0.cfg settings should be in 1.cfg if you only want those settings for 1 human player on the server. Bots are "Fake clients" so they're not counted.
I got it.
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Mi.Cura
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Old 06-20-2018 , 19:47   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #107

Hello Crasher, I'm sorry but I'm going to ask for your help again.

I was testing the HP configuration of the tanks by the number of players.
I was playing alone, okay?

But something strange happens.

I practically apply 1,000 ha per player, right.

A Tank (normal spaw) with 7150 HP, ok

Then I did a spaw as an admin, a TANK to test, some get 17,500 hp, others appear with 31,000 hp.
I was playing alone.

You could help me find what might be wrong.

playercount_configs, for exemple

1.cfg:
stacid_extrahealth "1000"
stammo_extrahealth "1000"
stblind_extrahealth "1000"
stbomb_extrahealth "1000"
stbomb_fireimmunity "1000"

2.cfg:
stacid_extrahealth "2000"
stammo_extrahealth "2000"
stblind_extrahealth "2000"
stbomb_extrahealth "2000"
stbomb_fireimmunity "2000"

Note: I deactivated the configuration of the other plugin I used to add the HP because of difficulty for the tanks. (difficulty_adjustment_system)
In the super_tanks ++.cfg file, I left the extrahealth "0"

In another test, I played alone, until spaw at least 3 TANKS. Even with setup, easy. (Playing alone)

The TANKS have different HP, for example:

11,552 HP, another with 10550, and another with 13652.

Not respecting the configuration.

IF I'm not mistaken the HP of a TANK is 4,000 normal
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Last edited by Mi.Cura; 06-20-2018 at 20:30.
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Psyk0tik
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Old 06-20-2018 , 23:31   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #108

I'll check it out. Also, for the fireimmunity cvars, just use 1 or 0. It's like an on/off switch for fire immunity, so change stbomb_fireimmunity "2000" to just "1".



Edit: I tested with those settings and all the Tanks seem to be spawning with the right HPs. The only time they got weird HPs is when I set _extrahealth to anything above 99999. The limit is 99999 so if you set it to 100,000 then the Tank's HP would be bugged.
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Old 06-20-2018 , 23:59   Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
Reply With Quote #109

Released v8.5 today.

View the CHANGELOG for details.
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Last edited by Psyk0tik; 03-21-2019 at 07:24.
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emsit
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Old 06-21-2018 , 01:59   Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
Reply With Quote #110

Hi, is this a bug known or is it just about me?
After Tanka's death, I still have a stone and a tire. After about 10 seconds they will disappear.

I use the version 8.5

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Last edited by emsit; 06-21-2018 at 02:04.
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