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[L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)


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sonic155
Senior Member
Join Date: Mar 2019
Old 03-18-2022 , 03:57   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #251

Any way to enable/disable the plugin? i would like to have the map spawn on load then disable it so it doesnt crash the server at the ending of the map


and a way to skip the { are you sure } thing for deleting everything as i would like to spawn stuff on the map and when players get to a point where they cant return delet the map in the back and load a new part as to keep the amount of stuff on the map low so it doesnt overload or whatever like have two files to load and at one point loads half the map then when they reach one part delet part 1 then load part 2 which is the rest of the map in doing so would support amount of stuff allowed on the map without overloading and risking a server crash due to how many thigns on the world

Last edited by sonic155; 03-18-2022 at 04:00.
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Elite Biker
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Join Date: Nov 2020
Location: The 13 Blessings
Old 04-14-2022 , 05:56   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #252

Quote:
Originally Posted by EternalStar View Post
The comment I made at that time I think was based off of a few things that were off & I didn't update the comment last time I changed the file I was posting. So I did update my fork & add my name but didn't fix my comment in this thread that I hadn't put my name in. That was my bad.

The code had grab shown but I didn't see a command for it in menu, I didn't think to just use chat . I had d/led it via the git hub HarryPotter posted that had a compilation of files. The code I currently have, I added grab to the menu system. That said I noticed it had some weird issues regarding how it positions things when grabbing them. I'm hoping you could figure them out.

There is weirdness with the Y axis. When you grab something it visually drops the object MUCH lower than where during the entire time you are holding it. I.E. It's not centered on your crosshair. The Y axis does not seem to be saved either. So even if you move the object waaaay up it snaps back to aproximately where it used to be on the Y axis. The X axis works fine. However there is a rotation issue, but that's a minor one. Since you can move and turn while holding something the plugin remembers the old angle. When you edit the angle (via admin menu) it edits it relative to it's old position. This means even a 1 point X axis turn will snap back to whatever it's old rotation was.

It'd be nice if whatever you have grabbed became the "highlighted/last" object. Or if there was a way to highlight whatever you were looking at as "last object". That way you could use the admin menu to tweak several objects. Like you spawn 3 things but you're not happy with the first one so you say "select look" that lets you use the edit feature to rotate/shift that object rather than whatever you last spawned.

On to other "look" issues: the plugin can't "see" any object that naturally has no collision. So if you do something like spawn grass the only way to delete it is to "delete last". I don't know how you'd fix that since I'm guessing you need collision for the look command to even work.

When I type !sm_debugprop all that seems to happen is it prints "l4d2_spawn_props_prop" not sure why.

Here are some changes I've made to the plugin compared to your original:
1. A LOT of new props & new sub-menus (I prob could organize them a bit better, and there may be few a with tag errors or poor descriptions)
2. "Grab Object/Release" is now in admin->spawn objects->edit
3. The random route spawn stuff has added "&& g_bMapStarted". This is a fix that was posted earlier in this thread because although you had !g_bLoaded it would try to automatically spawn props too early and fail because & it threw out an issue of map hasn't loaded. Honorcode posted a fix to this that I added to the fork I had.
4. On the SavePluginsProps I added "realism" to the init file created as that game mode wasn't supported unless manually entered into the init file.

Wish there was some easy way to like combine your code with the one posted earlier by xio that has the ability to spawn some light sources / etc. I'd use their plugin but I muuuuch prefer the way you have yours setup for spawning props since it's in the admin menu, remembers your last window, and easier position editing using the buttons to do X+1/+10/+15/etc. Much more efficient.

I'm using this to create A LOT of paths on my server. Basically I create little sections that can spawn, then I create combinations. So like "Path A can be blocked" is one route "Path B can be blocked" "Path A & B can be blocked" to make it a bit more like how the AI Director works. Thanks for your hard work, had I had to do this with like xios plugin or via some other method I'd probably not bother since it's so much less efficient. I'm pretty happy with what I have even if I don't have the lights / item spawn / ladders / prop colors / car alarms as something that can load via the random pathing I get 95% of stuff I'm looking for & I'm not missing anything I'd NEED, just extra fluff that'd be nice. Like having a delicious donut but maybe it didn't have sprinkles.

Update edit: Fixed an issue with the menu categories where "Pipes" & "Skybox" were not given correct category values resulting in issues spawning items while staying in the same menu. (You'd select BodiesGeneric and get Pipes for example)
Code:
L 04/14/2022 - 12:54:11: [SM] Exception reported: Unable to find the l4d2_spawn_props_models.txt file
L 04/14/2022 - 12:54:11: [SM] Blaming: l4d2_spawn_props.smx
L 04/14/2022 - 12:54:11: [SM] Call stack trace:
L 04/14/2022 - 12:54:11: [SM]   [0] SetFailState
L 04/14/2022 - 12:54:11: [SM]   [1] Line 2413, /home/groups/sourcemod/upload_tmp/phpG7ombF.sp::SetFileCategory
L 04/14/2022 - 12:54:11: [SM]   [2] Line 2131, /home/groups/sourcemod/upload_tmp/phpG7ombF.sp::DisplayScaffoldingMenu
L 04/14/2022 - 12:54:11: [SM]   [3] Line 1759, /home/groups/sourcemod/upload_tmp/phpG7ombF.sp::MenuHandler_StaticCursor
Why the models.txt file is in "/translations"? It should be in "/data".

- Bugs that i found:

Whenever you pick "ScaffoldingMenu" It breaks the plugin itself.
Some category's don't work or It has the effect of the "ScaffoldingMenu" breaking the object menu.


Overall Great work on the changes and the add up for the prop/objects. I love it!

Update: This version works perfectly, https://forums.alliedmods.net/showpo...&postcount=247
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Last edited by Elite Biker; 04-14-2022 at 06:37. Reason: Update
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-14-2022 , 09:08   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #253

Is there a version for l4d1 also ?
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Last edited by CosmicD; 04-14-2022 at 09:52.
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matkoby
Junior Member
Join Date: Feb 2021
Old 04-22-2022 , 23:00   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #254

hello I would add me I would like to know how to create panic events with the spawn props I loved what you did with the event in no mercy of the queues you would teach me I leave my steam so you can add me and show me thank you very much crack

ʍɨƈɦǟɛʟ ʍʏɛʀֆ ™
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 09-16-2022 , 03:05   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #255

Objects Spawner Improved 3.6
-New Spawn Method: Items&Weapons, you can spawn Guns, Melees, Supplies, Throwables, etc. and save all in a stripper file.

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Last edited by HarryPotter; 11-01-2022 at 10:28.
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Iciaria
Member
Join Date: Aug 2022
Old 11-02-2022 , 18:40   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #256

Sorry, my English is not good.

I use the version of Harry Potter0, and the splitter is Linux version 1.2.2.
Code:
sm_cvar stripper_version
[SM] Value of cvar "stripper_version": "1.2.2"
sm plugins info l4d2_spawn_props
  Filename: l4d2_spawn_props.smx
  Title: [L4D1/2] Objects Spawner (Let admins spawn any kind of objects)
  Author: honorcode23 & $atanic $pirit & HarryPotter
  Version: 3.7
  URL: http://forums.alliedmods.net/showthread.php?p=1186503
  Status: running
  Timestamp: 09/27/2022 21:23:14
  Hash: 665b615f6c2cb09a3d82a7b8366fc718
There is an error on the c12m5 map. I will put it here because I notice that other maps also seem to have this problem.
The. cfg file generated by the c12m5 stripper will be C12m5 * *, which will cause the configuration file to fail to load. You need to add the following to the server.cfg file:
Code:
//This would seem to force the stripper to use lowercase
sm_cvar stripper_file_lowercase 1
Change C12m5 * in the/addons/stripper/maps path to c12m5 *, and the stripper will work normally.


Objects Spawner error:

When l4d2_spawn_props_autoload = 1 (If I do not set this, the configuration file may not be loaded at all).
An error will be thrown on the c12m5 map:
Code:
L 11/03/2022 - 01:46:32: SourceMod error session started
L 11/03/2022 - 01:46:32: Info (map "c12m5_cornfield") (file "xxxxx/left4dead2/addons/sourcemod/logs/errors_20221103.log")
L 11/03/2022 - 01:46:32: [l4d2_spawn_props.smx] Unable to find the init file!
L 11/03/2022 - 01:46:32: [l4d2_spawn_props.smx] Attempted to load an object file which does not exist (addons/sourcemod/../stripper/plugin_cache/invalid.txt)
I try addons/stripper/plugin_ The cache creates a. txt configuration file.
Every time I enter the c12m5 map from the end of the c12m4 terminal safe house, an error is thrown:
Code:
L 11/03/2022 - 01:58:58: SourceMod error session started
L 11/03/2022 - 01:58:58: Info (map "c12m5_cornfield") (file "XXXXX/left4dead2/addons/sourcemod/logs/errors_20221103.log")
L 11/03/2022 - 01:58:58: [SM] Exception reported: Cannot create new entity when no map is running
L 11/03/2022 - 01:58:58: [SM] Blaming: l4d2_spawn_props.smx
L 11/03/2022 - 01:58:58: [SM] Call stack trace:
L 11/03/2022 - 01:58:58: [SM]   [0] CreateEntityByName
L 11/03/2022 - 01:58:58: [SM]   [1] Line 4052, l4d2_spawn_props.sp::SpawnObjects
L 11/03/2022 - 01:58:58: [SM]   [2] Line 435, l4d2_spawn_props.sp::Event_RoundStart
Unless all players die on this map and start again, the configuration will not be loaded and an error will be thrown.
This also happens in the routing configuration of c9m1. Incomplete configuration will be loaded when entering the map for the first time(Specify from the command line +map c9m1_alleys ,Start server):
The first half of the map will not be generated, while the second half will be generated normally.

I got the same result on the completely reinstalled Linux server, and hard restarted my server during the test.
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Hawkins
Senior Member
Join Date: Jul 2021
Old 11-02-2022 , 19:42   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #257

PHP Code:
L 11/03/2022 01:58:58: [SMException reportedCannot create new entity when no map is running 
Create a 2.0 seconds timer on callback which spawns entities
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 11-03-2022 , 05:36   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #258

Objects Spawner Improved 3.8 [2022-11-3]
-Support L4D1
-Remove routing, cache, only stripper save method
-Lock object and move or rotate
-Clone last object quickly


Quote:
Originally Posted by Iciaria View Post
Sorry, my English is not good.

I use the version of Harry Potter0, and the splitter is Linux version 1.2.2.
Sorry, I no longer supports objects saving method "routing, cache",
use stripper source or older version
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Last edited by HarryPotter; 11-04-2022 at 08:50.
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Iciaria
Member
Join Date: Aug 2022
Old 11-04-2022 , 08:06   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #259

Quote:
Originally Posted by Hawkins View Post
PHP Code:
L 11/03/2022 01:58:58: [SMException reportedCannot create new entity when no map is running 
Create a 2.0 seconds timer on callback which spawns entities
Thank you. It works
But the first map started by the server still has a problem. I'm looking for a solution
Code:
//only need to replace here, but I replaced all "SpawnObjects ();", 
//Try to solve the problem that will not be loaded on the first map (unless all survivors die and start again)
public void Event_RoundStart(Event hEvent, const char[] sEventName, bool bDontBroadcast)
{
        if(g_cvarAutoload.BoolValue && g_cvarAutoloadType.BoolValue)
        {
                GetRandomMapPath(g_sPath, sizeof(g_sPath));
        }
        LogSpawn("Normal Round Has Started");
        if(g_cvarAutoload.BoolValue && !g_bLoaded)
        {
                g_bLoaded = true;
                CreateTimer(2.0,tSpawnObjects);
//              SpawnObjects();
        }
}

public Action tSpawnObjects(Handle timer)
{
        SpawnObjects();
        return Plugin_Continue;
}
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Hawkins
Senior Member
Join Date: Jul 2021
Old 11-04-2022 , 08:22   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #260

Put the timer in "public void OnMapStart()" instead of in "round_start" event
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