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[L4D2] Respawn Rescue Closet (1.2) [03-Jun-2019]


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soscrazy89
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Join Date: Nov 2015
Old 02-04-2016 , 06:43   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #11

silver it is working in l4d1 model is in the DLС "sacrifice"
who says that it does not work game the pirates!
l4d1

Last edited by soscrazy89; 02-04-2016 at 07:09.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 02-04-2016 , 16:11   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #12

Oh there is! I thought I had tested it in L4D1. I'll have a look in a few days, computer died.
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soscrazy89
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Old 02-04-2016 , 19:45   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #13

Quote:
Originally Posted by Silvers View Post
Oh there is! I thought I had tested it in L4D1. I'll have a look in a few days, computer died.
thanks
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soscrazy89
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Old 02-10-2016 , 19:32   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #14

Update to remove the valve model
You can use the truck

Last edited by soscrazy89; 02-19-2016 at 20:25.
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Figa
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Old 07-14-2016 , 05:21   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #15

[L4D] Respawn Rescue Closet

Replaced closet model for the L4D1.
To rescue you need to open the left door:

Gun Cabinet
Attached Files
File Type: sp Get Plugin or Get Source (l4d_closet.sp - 258 views - 34.0 KB)
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MasterMind420
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Join Date: Nov 2010
Old 12-20-2016 , 14:42   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #16

I have a serious finale on No Mercy Rooftop but players have a tendency of getting knocked off the roof by tanks. I thought of just placing defibs but obviously thats useless to a survivor on the ground, would be great if there were a way to make this work on finales...it does up until you hit the button.

Edit...I see now that players are forced out of the rescue closets when a finale starts.

Last edited by MasterMind420; 12-20-2016 at 15:20.
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cravenge
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Join Date: Nov 2015
Location: Black Hole
Old 12-20-2016 , 16:22   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #17

Found this out 2 mins earlier.

Fun fact: If you install the ported Dark Carnival campaign in L4D1, the plugin will spawn the needed model instead of orange ERRORs.
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MasterMind420
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Join Date: Nov 2010
Old 12-20-2016 , 17:47   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #18

Quote:
Originally Posted by cravenge View Post
Found this out 2 mins earlier.

Fun fact: If you install the ported Dark Carnival campaign in L4D1, the plugin will spawn the needed model instead of orange ERRORs.
Hmm its looking more and more like i may need to make a plugin to do what I want, maybe respawn the player in the rescue closet if they die only once(or configurable) and lock the door until someone opens it from the outside or is another player not in the closet, give the player godmode who is in the rescue closet until they have been rescued...even outline the player. its alittle hackish but should work. That way respawning will work in finales. What gets me is this was valves solution to the tanks spawning in finales, they can kill survivors inside of rescue closets, so they just release any survivors found to be in rescue closets at the start of the finale. Why they didn't just give them godmode until rescued is beyond me...but i may whip something up. I'll create a separate plugin and maybe make a fork of this with it included, if its ok with Silvers.

Last edited by MasterMind420; 12-20-2016 at 17:59.
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Silvers
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Join Date: Aug 2010
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Old 12-20-2016 , 19:41   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #19

Theres a cvar or something which lets you enable or disable respawn on finale. I can't remember what/where but I remember seeing it
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MasterMind420
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Old 12-20-2016 , 19:56   Re: [L4D2] Respawn Rescue Closet (1.1) [14-Jun-2015]
Reply With Quote #20

Quote:
Originally Posted by Silvers View Post
Theres a cvar or something which lets you enable or disable respawn on finale. I can't remember what/where but I remember seeing it
hmm thanks for the heads up, i've been looking through the old cvar list on allied modders i believe you or someone else dumped...the only rescue related cvars I found were these. I may have to check if its a newer cvar or not. I was hoping it would be that simple...but i've tested modifying these with no luck. i'll keep looking...if you or anyone else happens to stumble across it let me know, much appreciated

//rescue_distance "" //[4500]Living survivors must travel this far past a dead survivor's corpse to be able to rescue him

//sm_cvar rescue_finale_ignore_distance "" //[4000]If living survivors are this far past a rescuable survivor, he stops calling for help

//sm_cvar rescue_finale_spawn_range "" //[4000]info_survivor_rescue ents will be considered if they are this close to the leading survivor

//rescue_ignore_distance "" //[2000]If living survivors are this far past a rescuable survivor, he stops calling for help

//rescue_interval "" //[2.5]Dead survivors are checked to start calling for help this often

//rescue_min_dead_time "" //[60]Duration in seconds a survivor must be dead before being rescuable

//rescue_range "" //[1000]if a survivor gets this close to an active info_survivor_rescue, it will be triggered

//rescue_spawn_flow "" //[400]info_survivor_rescue will be considered if they are no more than this far ahead in distance from leading survivor

//rescue_spawn_range "" //[2000]info_survivor_rescue ents will be considered if they are this close to the leading survivor

//rescue_yell_delay "" //[1]Delay before yelling when activating

//rescue_yell_interval "" //[6]Interval at which an info_survivor_rescue yells for help

Last edited by MasterMind420; 12-20-2016 at 19:56.
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