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[L4D2] Medkit Density (2010-06-18)


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Acecombat2
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Join Date: Nov 2009
Old 03-19-2010 , 10:30   Re: [L4D2] Medkit Density
Reply With Quote #11

Quote:
Originally Posted by HowGentle View Post
Thaks for update.
Another bug report.
Test it on realism mode, 7 survivor(1=me, 6=bot)

When survivor reached safehouse, and go next map, Medkit which survior pack on ther back is gone.

my convar is
sm_medkitdensity_versusonly 0
sm_medkitdensity_start 4
sm_medkitdensity_checkpoint 4
sm_medkitdensity_outdoors 0
psychonic please stop harassing me this already been stated
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Old 03-19-2010 , 12:11   Re: [L4D2] Medkit Density
Reply With Quote #12

Quote:
Originally Posted by Acecombat2 View Post
psychonic please stop harassing me
nothx
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cigs
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Join Date: Jul 2006
Old 03-19-2010 , 13:02   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #13

new version 1.2
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marvel
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Old 03-19-2010 , 13:38   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #14

Nice job man I'm going to test this
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cigs
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Join Date: Jul 2006
Old 03-19-2010 , 15:10   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #15

Thx for testing and feedback. It's the 2nd plugin I release. So bare with me on this. Eventually, all bugs will be filtered out. So far, it's doing pretty much what I intended it to do.
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marvel
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Old 03-19-2010 , 17:10   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #16

Quote:
Originally Posted by cigs View Post
Thx for testing and feedback. It's the 2nd plugin I release. So bare with me on this. Eventually, all bugs will be filtered out. So far, it's doing pretty much what I intended it to do.
Yep it's working fine on both my servers, thanks for your effort! This is one plugin to keep with 24 and 20 players
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LTR.2
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Join Date: Aug 2009
Old 03-19-2010 , 20:05   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #17

could you add an otion where we decide how much medkits we want to spawn?

and i would like and option where, it allows you to spawn 3 medkits and 1 defibrillator in the safe room, is that possible?
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cigs
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Join Date: Jul 2006
Old 03-19-2010 , 20:44   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #18

Some saferooms have more than 4 medkits by default. Like the one of c4m1_milltown_a. That one has 6 by default (4 on table, 2 in medical supplies box on the wall) and it actually only spawns those back from that box when you return to that saferoom in c4m3_sugarmill_b. So it is hard to enable you to decide how many there should be per saferoom.

However I could add a options, besides double, to tripple or even quadruple each medkitspawn in each saferoom.

Then you'd have 8(double), 12(tripple) or 16(quadruple) in saferooms with default 4 medkits and 12(double), 18(tripple), or 24(quadruple) in saferooms with default 6 medkits.

I'll look into the 3 medkits and 1 defibrillator option. But I'm not promising anything.
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LTR.2
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Old 03-19-2010 , 22:00   Re: [L4D2] Medkit Density (v1.2)
Reply With Quote #19

Quote:
Originally Posted by cigs View Post
Some saferooms have more than 4 medkits by default. Like the one of c4m1_milltown_a. That one has 6 by default (4 on table, 2 in medical supplies box on the wall) and it actually only spawns those back from that box when you return to that saferoom in c4m3_sugarmill_b. So it is hard to enable you to decide how many there should be per saferoom.

However I could add a options, besides double, to tripple or even quadruple each medkitspawn in each saferoom.

Then you'd have 8(double), 12(tripple) or 16(quadruple) in saferooms with default 4 medkits and 12(double), 18(tripple), or 24(quadruple) in saferooms with default 6 medkits.

I'll look into the 3 medkits and 1 defibrillator option. But I'm not promising anything.

yeah u know, customize what items could spawn.

example replace medkits with other items.

that way, every time the campaign starts it could be a medkit, a defib, pills and adrenaline for example.

good luck
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cigs
Senior Member
Join Date: Jul 2006
Old 03-20-2010 , 09:27   Re: [L4D2] Medkit Density (v1.3)
Reply With Quote #20

new version 1.3
- really fixed carrying over the correct amount of medkits at checkpoint to next map
- fixed replacing some outdoor medkits that the director spawned late into the game
- added the abilities to tripple or quadruple medkitcount at start, checkpoints and outdoors
- added the ability to replace 1 of 4 medkits with 1 defibrillator at start and checkpoints
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Last edited by cigs; 03-20-2010 at 09:32.
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