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[L4D2] Standardized Revamp Structure (srsmod)


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ellis
Senior Member
Join Date: Apr 2010
Old 06-05-2010 , 12:12   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #41

ok now obviously it works, i have delete the replace convar like this
lol, i tough when i set the replace convar to 0.0 the items not replaced.
in the first versions from the dev versions this have worked.

Code:
	"Medkits, inside Saferoom"
	{
		"classname"				"weapon_first_aid_kit_spawn"
		"removal_factor"		"0.0"									// do not remove any saferoom Medkits
		"convarremove"			"srs_remove_start_medkits_factor"
		
		"aroundspawnpoint"		"yes"									// this specifies the setting as "only saferoom"
	}
aehmm with the finale medikits.
when i set this, how can i configurate the the finale medikits now?
when i set it to yes, i can only configurate the medikits in the finale, but not the map medikits anymore

Code:
	"Medkits, outside Saferoom"
	{
		"classname"				"weapon_first_aid_kit_spawn"
		"removal_factor"		"0.4"									// remove 60% of map Medkits
		"convarremove"			"srs_remove_map_medkits_factor"
		
		"replace_factor"		"1.0"									// replace all remaining(!) Medkits with...
		"convarreplace"			"srs_replace_map_medkits_factor"
		"replace_classname"		"weapon_pain_pills_spawn"				// Pills!
		"convarreplaceclass"	"srs_replace_map_medkits_with"
		
		"aroundspawnpoint"		"no"									// this specifies the setting as "all but saferoom"
		
		"finale_only"			"yes"
	}

Last edited by ellis; 06-05-2010 at 12:19.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-05-2010 , 13:45   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #42

You need to add a NEW medkit class with finale_only yes
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ellis
Senior Member
Join Date: Apr 2010
Old 06-05-2010 , 14:03   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #43

oehmm ok, im a little bit confused works this?
i need a little bit help

Code:
	"Medikits, finale Stage"
	{
		"classname"				"weapon_map_medikits_finale_spawn"
		"removal_factor"		"0.0"
		"convarremove"			"srs_remove_map_medikits_finale_factor"
		
		"replace_factor"		"1.0"
		"convarreplace"			"srs_replace_map_medikits_finale_factor"
		"replace_classname"		"weapon_pain_pills_spawn"
		"convarreplaceclass"	"srs_replace_map_medkits_finale_with"
		
		"finale_only"			"yes"
	}

Last edited by ellis; 06-05-2010 at 14:06.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-05-2010 , 14:08   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #44

That would replace all Medkits in the Finale with Pills. Note that would also include Saferoom Medkits.

If youd tell me what it is you want to achieve i could help you better.

Last edited by AtomicStryker; 06-05-2010 at 14:11.
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ellis
Senior Member
Join Date: Apr 2010
Old 06-05-2010 , 14:18   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #45

also i would the 4 medikits on the finale stage ( not the saferoom medikits in finale ), replaced with pills, like the old srs version 1.2
But with the convar, map medikits, the plugin replace the medikits on finale too, and it spawn only 2 pills or something, as the factor adjusted is for remove_map_medikits.
i think its ok for the finale when 4 pills spawn.
or is this not possible, with the convars and the config too handle?

here this medikits i mean:
http://img34.**************/i/c6m3port0002.jpg/

but with the map medikits have only two:

http://img337.**************/i/c6m3port0006.jpg/

Last edited by ellis; 06-05-2010 at 14:36.
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AtomicStryker
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Join Date: Apr 2009
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Old 06-05-2010 , 14:36   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #46

Seems fairly easy to me.

PHP Code:
    "Medkits, outside Saferoom, not Finale"
    
{
        
"classname"                "weapon_first_aid_kit_spawn"
        "removal_factor"        "0.6"                                    
// remove 60% of map Medkits
        
"replace_factor"        "1.0"                                    // replace all remaining(!) Medkits with...
        
"replace_classname"        "weapon_pain_pills_spawn"                // Pills!
        
"aroundspawnpoint"        "no"
        "finale_only"            "no"
    
}
    
    
"Medkits, outside Saferoom, only Finale"
    
{
        
"classname"                "weapon_first_aid_kit_spawn"
        
        "replace_factor"        "1.0"
        "replace_classname"        "weapon_pain_pills_spawn"
        "aroundspawnpoint"        "no"
        "finale_only"            "yes"
    

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ellis
Senior Member
Join Date: Apr 2010
Old 06-05-2010 , 14:41   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #47

oh mann thanks
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ellis
Senior Member
Join Date: Apr 2010
Old 06-05-2010 , 14:44   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #48

but why items are replaced by the plugin when i have set the replace factor to 0.0
i dont understand it.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 06-05-2010 , 14:55   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #49

Pfff... I kept reading and reading but I still donīt get it: On this site you posted all cvars: http://code.google.com/p/srsmod/wiki/CVARs One for example is srs_remove_adrenaline_factor "0.75". Looking in the new srsmod.cfg, that is inside the rar file on first page of this thread there is also a term "srs_remove_adrenaline_factor". Simple example: We assume I want 100% of all adrenaline stuff to be removed.

answer:
Code:
    "Adrenaline"
    {
        "classname"                "weapon_adrenaline_spawn"
        "removal_factor"        "1.0"
        "convarremove"            "srs_remove_adrenaline_factor"
    }
OR:

Code:
    "Adrenaline"
    {
        "classname"                "weapon_adrenaline_spawn"
        "removal_factor"        "0.0"
        "convarremove"            "srs_remove_adrenaline_factor"
    }
+ sm_cvar srs_remove_adrenaline_factor "1.0" ?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-05-2010 , 15:04   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #50

The only thing you NEED to remove 100% of adrenaline

PHP Code:
    "Adrenaline"
    
{
        
"classname"                "weapon_adrenaline_spawn"
        "removal_factor"          "1.0"
    

The convar is entirely optional. There is no need to specify one. There is no need to SET a specified one.
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