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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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moschinovac
Member
Join Date: Mar 2019
Location: Vietnam
Old 10-15-2021 , 00:25   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1111

The Drop Ability seem broken. I set to grenade launcher but in-game, that tank have random weapon, same as other gun but melee seem fine.
Code:
    "Tank #23"
	{
		"General"
		{
			"Tank Name"				"Explosive Tank"
			"Tank Enabled"				"1"
			"Tank Chance"				"100.0"
			"Tank Note"				"1"
			"Skin Color"				"255,255,255,255"
		}
		"Glow"
		{
			"Glow Enabled"				"0"
		}
		"Props"
		{
		    "Props Attached"        "0"
		}
		"Enhancements"
		{
			"Throw Interval"			"10.0"
		}
		"Bomb Ability"
		{
			"Human Ability"				"0"
			"Ability Enabled"			"1"
			"Ability Effect"			"0"
			"Ability Message"			"0"
			"Bomb Chance"				"100"
			"Bomb Death"				"1"
			"Bomb Death Chance"			"100"
			"Bomb Hit"				"1"
			"Bomb Hit Mode"				"0"
			"Bomb Range"				"150.0"
			"Bomb Range Chance"			"0"
			"Bomb Rock Break"			"1"
			"Bomb Rock Chance"			"100"
		}
		"Drop Ability"
		{
			"Human Ability"				"2"
			"Ability Enabled"			"1"
			"Ability Message"			"0"
			"Drop Chance"				"0"
			"Drop Clip Chance"			"33.3"
			"Drop Mode"				"0"
			"Drop Weapon Scale"			"2.0"
			"Drop Weapon Name"			"grenade_launcher"
		}
	}

Last edited by moschinovac; 10-15-2021 at 00:25.
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 10-15-2021 , 00:45   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1112

Try changing it to "weapon_grenade_launcher" (besides, looking at the plugin code, it already does a workaround for that case)

Also your "Drop Chance" is 0, try setting it to 100.0 like in the example:

PHP Code:
"Drop Chance"                "100.0" 
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Last edited by Marttt; 10-15-2021 at 01:12.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-15-2021 , 01:04   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1113

Quote:
Originally Posted by yuzumi View Post
Tank #17 In mutant_tanks.cfg

PHP Code:
        "Props"
        
{
            
"Light Color"                "50,155,150,255"
            "Oxygen Tank Color"            "50,155,150,255"
            "Flame Color"                "50,155,150,255"
            "Rock Color"                "50,155,150,255"
            "Tire Color"                "50,155,150,255"
            "Propane Tank Color"            "50,155,150,255"
            "Flashlight Color"            "50,155,150,255"
            "Crown Color"                "50,155,150,255"
            "Rock Model"                "2"
        
}
        
"Health" <-- Remove This
        
"Drunk Ability"
        
{
            
"Human Ability"                "1"
            "Human Ammo"                "2"
            "Human Cooldown"            "120"
            "Ability Enabled"            "1"
            "Ability Effect"            "7"
            "Ability Message"            "1"
            "Drunk Chance"                "33.3"
            "Drunk Duration"            "5"
            "Drunk Hit"                "1"
            "Drunk Hit Mode"            "0"
            "Drunk Range"                "150.0"
            "Drunk Range Chance"            "15.0"
            "Drunk Speed Interval"            "2.5"
            "Drunk Turn Interval"            "1.5"
        

Thanks for helping, yuzumi.

Quote:
Originally Posted by thewintersoldier97 View Post
Holy sh-t thank you! Now it's working like a charm. I'll be more careful when editing stuff next time. Cheers!
Glad it's working for you now. Also, yeah, gotta be careful how you structure the config file. If you want slightly easier formats, try the other 4 formats I included in the data/mutant_tanks/backup_config folder. This main one seems to be tricky for a lot of users due to all the spaces in the keywords.

--

Quote:
Originally Posted by Marttt View Post
Try changing it to "weapon_grenade_launcher" (besides, looking at the plugin code, it already does an workaround for that case)

Also your "Drop Chance" is 0, try setting it as 100.0 like in the example:

PHP Code:
"Drop Chance"                "100.0" 
Thank you for helping, Marttt.

By the way, the "Drop Chance" only needs to be set if the user wants the Tank to drop the weapon that he is carrying when he dies. For this case, the grenade launcher is just for cosmetic reasons so it can be kept at "0".

Quote:
Originally Posted by moschinovac View Post
The Drop Ability seem broken. I set to grenade launcher but in-game, that tank have random weapon, same as other gun but melee seem fine.

...
Marttt's suggestion is the only solution for now. I already reworked the logic for the weapon name look-up in the next update. The current version's logic forgot to include cases where the "weapon_" prefix is omitted from the name. Sorry for the inconvenience.
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moschinovac
Member
Join Date: Mar 2019
Location: Vietnam
Old 10-15-2021 , 01:54   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1114

Yeah. I just want that for cosmetic, even set to "weapon_grenade_launcher" the tank still random that weapon
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-15-2021 , 07:10   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1115

Quote:
Originally Posted by moschinovac View Post
Yeah. I just want that for cosmetic, even set to "weapon_grenade_launcher" the tank still random that weapon
Then the logic for the weapon look-up is broken. You'll have to wait until the next update to use that setting. Again, sorry for the inconvenience.
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 10-21-2021 , 07:44   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1116

What configuration should I take to override other plugin's Tank's health control? In this case specifically is SuperVersus (No Player Management) by Shao.

I've tried to set the "director_tank_auto" Cvar value to "0" and config the "Health" section but nothing happen. Hoping there's a way around this cause the ability to set individual tank's health of your plugin help balancing a lot
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-21-2021 , 11:44   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1117

Quote:
Originally Posted by thewintersoldier97 View Post
What configuration should I take to override other plugin's Tank's health control? In this case specifically is SuperVersus (No Player Management) by Shao.

I've tried to set the "director_tank_auto" Cvar value to "0" and config the "Health" section but nothing happen. Hoping there's a way around this cause the ability to set individual tank's health of your plugin help balancing a lot :D
You could try using MT's built-in custom configs to make use of SuperVersus' health balance system. I understand that there will be users who prefer to use other plugins to balance Tank health, so I have added a "ConVars" section that allows you to change any convars from the game or other plugins. It works like server.cfg basically.

You can use the player-count configs option which allows you to set the Tank's health yourself depending on how many players there are. (i.e. 8000 for 2 players, 16000 for 4, etc.)

Here's an example:
PHP Code:
"Mutant Tanks"
{
    
"Plugin Settings"
    
{
        
"ConVars"
        
{
            
"tank_health_versus"        "6000.0"
            "tank_health_expert"        "8000.0"
            "tank_health_advanced"        "8000.0"
            "tank_health_normal"        "4000.0"
            "tank_health_easy"        "3000.0"
        
}
    }

If you really want to use MT's own health system, then I don't see a reason why it wouldn't work with "director_tank_auto" set to "0". I use a slightly modified version of Shao's SuperVersus and I never had to edit the health system to get it to work.
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MedicDTI
Junior Member
Join Date: Jul 2019
Old 10-21-2021 , 19:25   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1118

Quote:
Originally Posted by Psyk0tik View Post
Your config looks fine. Did you open up translations/mutant_tanks_names.phrases.txt to update their names? The names in the config file are just used to help find the translations for their names which are the ones you see in-game.



In configs/core.cfg, you can set "SlowScriptTimeout" to "0".
PHP Code:
/**
 * If a plugin takes too long to execute, hanging or freezing the game server in the process, 
 * SourceMod will attempt to terminate that plugin after the specified timeout length has
 * passed. You can disable this feature by setting the value to "0".
 */
"SlowScriptTimeout"    "0" 


Those errors make no sense. Have you updated "gamedata/mutant_tanks.txt" and "data/mutant_tanks/mutant_tanks_patches.cfg". The latest update to L4D2 didn't break anything so you're either using outdated gamedata or a different game version which I don't support. What version of Mutant Tanks are you using?



I'm not sure how you're getting that error but in the current version, that shouldn't be happening at all.
Sorry to take too long to respond. Its working now, your the best. And these other errors were fixed with your solution
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Maku
Member
Join Date: Dec 2020
Location: United Kingdom
Old 10-24-2021 , 01:49   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1119

I seem to have a problem with spawning in "The Boss (1st Form)" tank. I could see the Steel Overlord (2nd Form) up to Spirit of Fire (4th Form) in the Mutant Tank list through the admin menu but I can't see Tank #115 on it.

Also, when the Steel Overlord spawned in and we killed it, it transformed into a "Tank".

Just a normal tank. No special abilities or anything. Just a Tank.

Sadly I couldn't spawn in The Boss tank so I don't really know if it would work normally from 1st to 4th.

But, I did decide to spawn in Spirit of Fire tank and when we killed it, it turned into Steel Overlord. Then it turned into Nightstalker and then Spirit of Fire again. I've checked the config and noticed that the Steel Overlord has:

Code:
"Boss"
		{
			"Boss Health Stages"		"7500,5000,2500"
			"Boss Stages"				"3"
			"Boss Types"				"116,117,118"
		}
But the Steel Overlord just turns into a regular tank for me since its Tank number is 116 so I would understand if the tank itself can't evolve into itself. Nightstalker and Spirit of Fire has the same "Boss" code which I assume is the reason why it can "devolve" itself into the Steel Overlord.

It is not much of a problem for me since I can manually spawn in both the Nightstalker and the Spirit of Fire tank, but I do find it weird that the Steel Overlord just evolves into a regular tank and "The Boss" tank just can't be spawned in through admin commands.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 10-24-2021 , 03:27   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1120

Quote:
Originally Posted by Maku View Post
I seem to have a problem with spawning in "The Boss (1st Form)" tank. I could see the Steel Overlord (2nd Form) up to Spirit of Fire (4th Form) in the Mutant Tank list through the admin menu but I can't see Tank #115 on it.
Then your Tank #115 isn't setup properly. With the latest version, Tanks #115-118 show up just fine for me.

Quote:
Originally Posted by Maku View Post
Also, when the Steel Overlord spawned in and we killed it, it transformed into a "Tank".

Just a normal tank. No special abilities or anything. Just a Tank.

Sadly I couldn't spawn in The Boss tank so I don't really know if it would work normally from 1st to 4th.

But, I did decide to spawn in Spirit of Fire tank and when we killed it, it turned into Steel Overlord. Then it turned into Nightstalker and then Spirit of Fire again. I've checked the config and noticed that the Steel Overlord has:

Code:
"Boss"
		{
			"Boss Health Stages"		"7500,5000,2500"
			"Boss Stages"				"3"
			"Boss Types"				"116,117,118"
		}
But the Steel Overlord just turns into a regular tank for me since its Tank number is 116 so I would understand if the tank itself can't evolve into itself. Nightstalker and Spirit of Fire has the same "Boss" code which I assume is the reason why it can "devolve" itself into the Steel Overlord.

It is not much of a problem for me since I can manually spawn in both the Nightstalker and the Spirit of Fire tank, but I do find it weird that the Steel Overlord just evolves into a regular tank and "The Boss" tank just can't be spawned in through admin commands.
In the next update, I can make the Boss feature ignore a particular stage if the next stage is the same type as the Tank's current type. For now, you can fix the issue with these settings:
PHP Code:
// Tank #115
"Spawn"
{
    
"Type Limit"                "1"
    "Spawn Type"                "1"
}
"Boss"
{
    
"Boss Health Stages"            "9000,6000,3000"
    "Boss Stages"                "3"
    "Boss Types"                "116,117,118"
}
// Tank #116
"Spawn"
{
    
"Type Limit"                "1"
    "Spawn Type"                "1"
}
"Boss"
{
    
"Boss Health Stages"            "6000,3000"
    "Boss Stages"                "2"
    "Boss Types"                "117,118"
}
// Tank #117
"Spawn"
{
    
"Type Limit"                "1"
    "Spawn Type"                "1"
}
"Boss"
{
    
"Boss Health Stages"            "3000"
    "Boss Stages"                "1"
    "Boss Types"                "118"
}
// Tank #118
"Spawn"
{
    
"Type Limit"                "1"

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