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[L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.17) [28-Jan-2024]


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KadabraZz
Senior Member
Join Date: May 2020
Old 01-12-2023 , 23:01   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.15) [20-Dec-2022]
Reply With Quote #81

Hello everyone, well I would like to remove the tank limit on maps L4D1 in L4D2. I'm using this to remove it, but it doesn't seem to work.

https://forums.alliedmods.net/showpo...0&postcount=15

Im using like that:
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' scripts.
        "c[0-9]m[0-9]_.+"
        {
            // Matches the script name and strings with RegEx.
            "regex"                    "3"

            // Increase Witch limit.
            "WitchLimit = ([0-9]+)"        "WitchLimit = -1"

            // Increase Tank limit.
            "TankLimit = ([0-9]+)"        "TankLimit = -1"
        }
    }
}
I tried changing to values other than -1.

If anyone knows how to make this work or another method please let me know, thanks a lot in advance
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Kerouha
Member
Join Date: Jul 2015
Location: Russian Federation
Old 01-29-2023 , 19:01   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.15) [20-Dec-2022]
Reply With Quote #82

How does one replace any default files with ones that are with same name in vscripts_custom folder?

As in, do you really have to write an "override" entry for each separate file?

Code:
"c11m4_terminal"
    {
        "c11m4_minifinale"
        {
            "override"                                "c11m4_minifinale"
        }
        "c11m4_onslaught"
        {
            "override"                                "c11m4_onslaught"
        }
    }
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-15-2023 , 00:43   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.15) [20-Dec-2022]
Reply With Quote #83

Spoiler


Explanation:

https://forums.alliedmods.net/showth...97#post2760797
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-15-2023 , 00:51   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.15) [20-Dec-2022]
Reply With Quote #84

Spoiler


In my case to achieve this I individually modify each of the finales.

No Mercy Example: (i modify them all one by one)
Note: I extracted these scripts a long time ago, so you would have to extract the scripts from the most current version of left 4 dead 2 and work from there.

Spoiler
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StrikerMan780
AlliedModders Donor
Join Date: Jul 2009
Location: Canada
Old 06-15-2023 , 15:41   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.16) [10-Mar-2023]
Reply With Quote #85

This has probably been asked before, but I couldn't find it: Does this plugin allow you to run VScripts on any map, rather than being restricted to a single map?
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 06-15-2023 , 16:07   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.16) [10-Mar-2023]
Reply With Quote #86

Quote:
Originally Posted by StrikerMan780 View Post
This has probably been asked before, but I couldn't find it: Does this plugin allow you to run VScripts on any map, rather than being restricted to a single map?
Its main function is to replace an existing vscript with a custom one.
Now, within that customization, you could make another vscript run within the vscript.
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Kerouha
Member
Join Date: Jul 2015
Location: Russian Federation
Old 06-22-2023 , 13:38   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.15) [20-Dec-2022]
Reply With Quote #87

What you posted, is telling to edit vscripts_override, and my question was, how to skip this exact step.

It would be weird if there is no option to automatically replace vanilla files with ones from custom folder (if their names completely match).
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 07-11-2023 , 13:02   Re: [L4D2/CS:GO/TF2/NMRiH] VScript File Replacer (1.15) [20-Dec-2022]
Reply With Quote #88

Quote:
Originally Posted by Kerouha View Post
What you posted, is telling to edit vscripts_override, and my question was, how to skip this exact step.

It would be weird if there is no option to automatically replace vanilla files with ones from custom folder (if their names completely match).
You can create file director_base_addon.nut and put in left4dead2\scripts\vscripts\director_base_add on.nut with this code inside:

Spoiler


Then in this path you can create your own vscript files, for example:

left4dead2\scripts\vscripts\vscripts_custom\r ocketbuild1_coop_custom.nut with this code inside:

Lets Build a Rocket map

Spoiler


The line of code:
PHP Code:
IncludeScript("vscripts_custom/" Director.GetMapName() + "_"Director.GetGameMode() + "_custom"); 
Represents the path from where you will load the custom file.

Spoiler
Other example: left4dead2\scripts\vscripts\vscripts_custom\c 1m1_hotel_coop_custom.nut

I think you can also use this method as another alternative.
From what I know, you would have to use the GCFScape program to extract the contents of the .vpk file (which is normally found in left4dead2/addons/workshop), customize the files to your liking, recompress them into a .vpk , then you should place the new .vpk in your left4dead2/addons folder and the changes should take effect.

Last edited by Tonblader; 07-11-2023 at 15:14.
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