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[l4d2] Save Weapon (Co-op)


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maks
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Join Date: Dec 2011
Location: Russia
Old 11-06-2015 , 10:32   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #11

if not saved weapon
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Merudo
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Join Date: Feb 2016
Old 02-05-2016 , 08:30   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #12

Does this work with the chainsaw, and preserve the fuel between maps?

Last edited by Merudo; 02-05-2016 at 11:24.
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maks
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Join Date: Dec 2011
Location: Russia
Old 02-06-2016 , 04:52   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #13

the chainsaw should be given full
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Merudo
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Join Date: Feb 2016
Old 02-06-2016 , 14:32   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #14

This version should save the chainsaw fuel correctly.

Look at lines with "Added for chainsaw support" comments to find out what I added.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_ty_saveweapon_3.5.sp - 699 views - 20.1 KB)

Last edited by Merudo; 02-06-2016 at 14:58.
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Electr000999
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Join Date: Aug 2011
Old 02-06-2016 , 17:39   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #15

Quote:
Originally Posted by Merudo View Post
This version should save the chainsaw fuel correctly.

Look at lines with "Added for chainsaw support" comments to find out what I added.
it not secret pistols and chainsaw have one slot 1, you can save chainsaw clip how it saved pistols clip in same variable.

edit:
I had forgotten that in the version of the author are not stored ammo from pistols. i release this later. thx for idea!)
edit1:
placed new version with save chainsaw ammo (thx Merudo), save weapons of spec players, and unreleased some fixes for stability my fork this plugin.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_ty_saveweapon.sp - 962 views - 23.9 KB)

Last edited by Electr000999; 02-06-2016 at 18:21.
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Merudo
Senior Member
Join Date: Feb 2016
Old 02-06-2016 , 17:44   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #16

Quote:
Originally Posted by Electr000999 View Post
it not secret pistols and chainsaw have one slot 1, you can save chainsaw clip how it saved pistols clip in same variable.
Original version did not save pistol clips & chainsaw fuel for slot1, so I added it. But I choose not to restore pistol clip for convenience.

It's a simple fix, but it prevents abusing the chainsaw by getting full fuel every map.

Last edited by Merudo; 02-06-2016 at 17:49.
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Merudo
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Join Date: Feb 2016
Old 02-06-2016 , 18:02   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #17

Also I noticed a bug with this mod, at the end of each map you do not see the score (number of zombie killed, etc) of bots.

Last edited by Merudo; 02-06-2016 at 18:06.
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Electr000999
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Join Date: Aug 2011
Old 02-06-2016 , 18:09   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #18

Quote:
Originally Posted by Merudo View Post
Also I noticed a bug with this mod, at the end of each map you do not see the score (number of zombie killed, etc) of bots.
i placed updade my fork in old post, i think this bug related to original version, because i've never seen this problem on their coop servers.
edit:
this bug because in original he kick bots at Event_FinaleWin, and Event_MapTransition not good way. i am add save weapon from spec bots players and we nor need kick this bots.

Last edited by Electr000999; 02-06-2016 at 18:30.
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Merudo
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Join Date: Feb 2016
Old 02-06-2016 , 18:44   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #19

Yes, your version works perfectly!

EDIT: Electr000999, have you tested to see if your mod causes problems with Versus games? Or should I always disable the mod before starting a Versus server?

Last edited by Merudo; 02-06-2016 at 18:53.
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Electr000999
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Join Date: Aug 2011
Old 02-07-2016 , 08:38   Re: [l4d2] Save Weapon (Co-op)
Reply With Quote #20

Quote:
Originally Posted by Merudo View Post
Yes, your version works perfectly!

EDIT: Electr000999, have you tested to see if your mod causes problems with Versus games? Or should I always disable the mod before starting a Versus server?
i am think this cannot work corrrectly in versus, just like the original, because we save weapons from survivors at moment transit to next map. For this need other logic based on round end save (2 round ends per map) for save all weapons from survivors (I think it would break the very idea of competition).

Last edited by Electr000999; 02-07-2016 at 08:39.
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