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[L4D2] Weapon Unlock v0.8.1


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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-20-2010 , 06:31   Re: [L4D2] Weapon Unlock v0.4.1
Reply With Quote #271

What's the model name for the German knief anyway?
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0cube
Junior Member
Join Date: Aug 2009
Old 01-20-2010 , 12:48   Re: [L4D2] Weapon Unlock v0.4
Reply With Quote #272

about the front damage awp/scout on riots
Quote:
Originally Posted by Crimson_Fox View Post
Tried it, it doesn't even register as doing damage to them when you shoot them from the front so it won't work. =/
Oh sad...
I dont have any clue on coding or whatever....
but i think the spec infected can kill them from the front (at least the tank does)... would there might be a possibility to 'emulate' such a tank blast effect on those weapons maybe?

EDIT: I just tried it. tank and hunter have instant kill, also an front hits
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InFaility Ward
Member
Join Date: Jan 2010
Old 01-20-2010 , 14:43   Re: [L4D2] Weapon Unlock v0.3.7.1
Reply With Quote #273

Quote:
Originally Posted by Crimson_Fox View Post
lol, nice name. For the bats to work you have to be running a dedicated server or have the preorder dlc on your client. Otherwise you have to download the mod posted earlier to enable the knives along with the bat and riot shield.
I do run a dedicated server

What are the steps to enable these knives and bats?
I don't have the DLC


Also, do all the players need to have downloaded this or do they already have it/download it from the server?

Last edited by InFaility Ward; 01-20-2010 at 15:12.
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RenegadeXR
Junior Member
Join Date: Jan 2010
Old 01-20-2010 , 15:14   Re: [L4D2] Weapon Unlock v0.4.1
Reply With Quote #274

Thanks for the prompt response, Crimson. I use the refresh command as sort of a sanity test. When I had been using the bebop plugin, it was recommended to run the command in an autoexec file. When I started testing a lot of plugins and running the command mid-game, I figured I'd keep it as sort of a small check to see if any plugins would cause issues.

I downloaded the latest version, but I'm still getting the same precache error, unfortunately. I even downloaded the source code and put the entire initialization and precache function calls in "if" statements using IsModelPrecached("models/w_models/weapons/w_rifle_sg552.mdl") on the , and I think they're still being loaded regardless.

Quote:
if (!IsModelPrecached("models/w_models/weapons/w_rifle_sg552.mdl")) {
PrecacheHiddenWeaponModels()
CreateTimer(1.0, InitHiddenWeaponsDelay)
}
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Crimson_Fox
Senior Member
Join Date: Mar 2009
Old 01-20-2010 , 16:16   Re: [L4D2] Weapon Unlock v0.4.1
Reply With Quote #275

Blakeocity, Dragon-LinG posted this link earlier.

http://www.sendspace.com/file/hw09pm

Still works from what I can tell.
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Crimson_Fox
Senior Member
Join Date: Mar 2009
Old 01-20-2010 , 16:21   Re: [L4D2] Weapon Unlock v0.4.1
Reply With Quote #276

Quote:
Originally Posted by Downtown1 View Post
What's the model name for the German knief anyway?
As far as I can tell, it's "models/w_models/weapons/w_knife_t.mdl"
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Crimson_Fox
Senior Member
Join Date: Mar 2009
Old 01-20-2010 , 16:26   Re: [L4D2] Weapon Unlock v0.4
Reply With Quote #277

Quote:
Originally Posted by 0cube View Post
about the front damage awp/scout on riots

Oh sad...
I dont have any clue on coding or whatever....
but i think the spec infected can kill them from the front (at least the tank does)... would there might be a possibility to 'emulate' such a tank blast effect on those weapons maybe?

EDIT: I just tried it. tank and hunter have instant kill, also an front hits
Can't think of how it could be done that way. Infected melee compared to survivors weapons are pretty different.
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Crimson_Fox
Senior Member
Join Date: Mar 2009
Old 01-20-2010 , 16:29   Re: [L4D2] Weapon Unlock v0.3.7.1
Reply With Quote #278

Quote:
Originally Posted by InFaility Ward View Post
I do run a dedicated server
Are you running windows dedicated console or gui?

Quote:
Originally Posted by InFaility Ward View Post
What are the steps to enable these knives and bats?
I don't have the DLC
I just reposted a link Dragon-LinG put up. You could give that a try. Can't really give advise on how to set it up though.


Quote:
Originally Posted by InFaility Ward View Post
Also, do all the players need to have downloaded this or do they already have it/download it from the server?
My guess would be that only the server needs it.
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Crimson_Fox
Senior Member
Join Date: Mar 2009
Old 01-20-2010 , 16:36   Re: [L4D2] Weapon Unlock v0.4.1
Reply With Quote #279

Quote:
Originally Posted by RenegadeXR View Post
Thanks for the prompt response, Crimson. I use the refresh command as sort of a sanity test. When I had been using the bebop plugin, it was recommended to run the command in an autoexec file. When I started testing a lot of plugins and running the command mid-game, I figured I'd keep it as sort of a small check to see if any plugins would cause issues.
I see. You shouldn't *need* to do a refresh, but you shouldn't get a crash when you do either.

Quote:
Originally Posted by RenegadeXR View Post
I downloaded the latest version, but I'm still getting the same precache error, unfortunately. I even downloaded the source code and put the entire initialization and precache function calls in "if" statements using IsModelPrecached("models/w_models/weapons/w_rifle_sg552.mdl") on the , and I think they're still being loaded regardless.
It sounds like we may be dealing with two different issues here. The changes I made were meant to only address the crash when the plug-in was refreshed, was that fixed?

By "precache error" do you mean the engine error given during the map transitions in Hard Rain coop/realism?

Last edited by Crimson_Fox; 01-20-2010 at 16:38.
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 01-20-2010 , 16:51   Re: [L4D2] Weapon Unlock v0.4.1
Reply With Quote #280

how was the AWP damage changed exactly?
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