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[L4D2] Routing (Dynamic Paths)


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Author
MANGO SENTINEL
Junior Member
Join Date: Apr 2010
Plugin ID:
1644
Plugin Version:
1.0.5
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    11 
    Plugin Description:
    Old 08-07-2010 , 19:36   Re: [L4D2] Routing (Dynamic Paths)
    Reply With Quote #1

    Quote:
    Originally Posted by GanjaStar View Post
    hard rain map 3, hard pathing, we couldnt advance past the area where you have to go over the pipe. the path was blocked off completely and its the only path.
    There's a small eyebeam looking thing that you have to jump onto from the pipe you normally cross

    Then you jump up onto the big metal ramp from that eyebeam

    Pretty tricky and I'm not sure if that's intended but it's a way to get by for now
    MANGO SENTINEL is offline
    dani1341
    BANNED
    Join Date: Feb 2010
    Old 08-08-2010 , 00:49   Re: [L4D2] Routing (Dynamic Paths)
    Reply With Quote #2

    is it possible to spawn the jukebox ?

    EDIT : found following code from The Passing

    Code:
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    	"editorversion" "400"
    	"editorbuild" "4929"
    	"mapversion" "1"
    	"formatversion" "100"
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    	"bShowGrid" "1"
    	"bShowLogicalGrid" "0"
    	"nGridSpacing" "16"
    	"bShow3DGrid" "0"
    }
    world
    {
    	"id" "1"
    	"mapversion" "1"
    	"classname" "worldspawn"
    	"skyname" "sky_l4d_rural02_hdr"
    	"maxpropscreenwidth" "-1"
    	"detailvbsp" "detail.vbsp"
    	"detailmaterial" "detail/detailsprites"
    	"musicpostfix" "Waterfront"
    }
    entity
    {
    	"id" "3"
    	"classname" "func_button"
    	"angles" "-0 -90 0"
    	"disablereceiveshadows" "0"
    	"disableX360" "0"
    	"fademaxdist" "0"
    	"fademindist" "-1"
    	"fadescale" "1"
    	"health" "0"
    	"lip" "0"
    	"locked_sentence" "0"
    	"locked_sound" "0"
    	"maxcpulevel" "0"
    	"maxgpulevel" "0"
    	"mincpulevel" "0"
    	"mingpulevel" "0"
    	"movedir" "-0 0 0"
    	"origin" "9 -0.5 19.93"
    	"renderamt" "255"
    	"rendercolor" "255 255 255"
    	"renderfx" "0"
    	"rendermode" "0"
    	"sounds" "0"
    	"spawnflags" "1057"
    	"speed" "200"
    	"targetname" "jukebox_button"
    	"unlocked_sentence" "0"
    	"unlocked_sound" "0"
    	"wait" "-1"
    	connections
    	{
    		"OnPressed" "jukebox_scriptrunscriptcodeSwitchRecords()0-1"
    		"OnPressed" "!selfLock0-1"
    	}
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    	{
    		"id" "4"
    		side
    		{
    			"id" "18"
    			"plane" "(18 0 32) (18 0 7.85899) (18 -1 7.85899)"
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    			"vaxis" "[0 0 -1 -4.00159] 0.25"
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    			"material" "TOOLS/TOOLSNODRAW"
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    			"vaxis" "[0 0 -1 -48.2816] 0.25"
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    			"lightmapscale" "32"
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    		side
    		{
    			"id" "15"
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    		side
    		{
    			"id" "14"
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    		{
    			"id" "13"
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    			"vaxis" "[1 0 0 -1.99756] 0.25"
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    		editor
    		{
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    	editor
    	{
    		"color" "220 30 220"
    		"visgroupshown" "1"
    		"visgroupautoshown" "1"
    		"logicalpos" "[7500 -1768]"
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    }
    entity
    {
    	"id" "6"
    	"classname" "ambient_generic"
    	"angles" "-0 -90 0"
    	"health" "10"
    	"message" "Jukebox.NeedleScratch"
    	"pitch" "100"
    	"pitchstart" "100"
    	"radius" "1250"
    	"spawnflags" "48"
    	"targetname" "jukebox_needle_scratch_sound"
    	"origin" "9.5 -13.5 21"
    	editor
    	{
    		"color" "220 30 220"
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    }
    entity
    {
    	"id" "9"
    	"classname" "ambient_generic"
    	"angles" "-0 -90 0"
    	"health" "10"
    	"message" "Jukebox.RecordStart"
    	"pitch" "100"
    	"pitchstart" "100"
    	"radius" "1250"
    	"spawnflags" "48"
    	"targetname" "jukebox_record_starting_sound"
    	"origin" "8.5 10.5 21"
    	editor
    	{
    		"color" "220 30 220"
    		"visgroupshown" "1"
    		"visgroupautoshown" "1"
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    	}
    }
    entity
    {
    	"id" "12"
    	"classname" "logic_script"
    	"angles" "-0 -90 0"
    	"Group01" "jukebox_song_1"
    	"Group02" "jukebox_song_2"
    	"Group03" "jukebox_song_3"
    	"Group04" "jukebox_song_4"
    	"Group05" "jukebox_song_5"
    	"Group06" "song_horde_timer"
    	"Group07" "jukebox_body_model"
    	"Group08" "jukebox_menu_model"
    	"Group10" "jukebox_rare_song_1"
    	"Group11" "jukebox_rare_song_2"
    	"Group13" "jukebox_record_starting_sound"
    	"Group14" "jukebox_needle_scratch_sound"
    	"Group15" "song_game_event"
    	"targetname" "jukebox_script"
    	"vscripts" "jukebox_dlc1"
    	"origin" "12.98 -0.5 26"
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    	{
    		"color" "220 30 220"
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    entity
    {
    	"id" "14"
    	"classname" "ambient_music"
    	"angles" "-0 -90 0"
    	"message" "Jukebox.saints_will_never_come"
    	"targetname" "jukebox_song_3"
    	"origin" "-5.5 5.5 35"
    	editor
    	{
    		"color" "220 30 220"
    		"visgroupshown" "1"
    		"visgroupautoshown" "1"
    		"logicalpos" "[8000 500]"
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    }
    entity
    {
    	"id" "17"
    	"classname" "ambient_music"
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    	"message" "Jukebox.re_your_brains"
    	"targetname" "jukebox_song_4"
    	"origin" "-5.5 12.5 34"
    	editor
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    		"color" "220 30 220"
    		"visgroupshown" "1"
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    }
    entity
    {
    	"id" "20"
    	"classname" "ambient_music"
    	"angles" "-0 -90 0"
    	"message" "Jukebox.Ridin1"
    	"targetname" "jukebox_song_2"
    	"origin" "-5.5 -2.5 35"
    	editor
    	{
    		"color" "220 30 220"
    		"visgroupshown" "1"
    		"visgroupautoshown" "1"
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    }
    entity
    {
    	"id" "23"
    	"classname" "ambient_music"
    	"angles" "-0 -90 0"
    	"message" "Jukebox.BadMan1"
    	"targetname" "jukebox_song_1"
    	"origin" "-5.5 -11.5 35"
    	editor
    	{
    		"color" "220 30 220"
    		"visgroupshown" "1"
    		"visgroupautoshown" "1"
    		"logicalpos" "[8000 2000]"
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    }
    entity
    {
    	"id" "26"
    	"classname" "ambient_music"
    	"angles" "-0 -90 0"
    	"message" "Jukebox.still_alive"
    	"targetname" "jukebox_rare_song_1"
    	"origin" "-5.5 -0.5 46"
    	editor
    	{
    		"color" "220 30 220"
    		"visgroupshown" "1"
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    entity
    {
    	"id" "29"
    	"classname" "prop_dynamic"
    	"angles" "0 90 0"
    	"DefaultAnim" "idle"
    	"disableshadows" "1"
    	"fademaxdist" "850"
    	"fademindist" "700"
    	"fadescale" "1"
    	"glowcolor" "0 0 0"
    	"MaxAnimTime" "10"
    	"MinAnimTime" "5"
    	"model" "models/props_unique/jukebox01.mdl"
    	"renderamt" "255"
    	"rendercolor" "255 255 255"
    	"skin" "0"
    	"solid" "6"
    	"spawnflags" "0"
    	"targetname" "jukebox_body_model"
    	connections
    	{
    		"OnUser1" "jukebox_scriptrunscriptcodePlaySong()0-1"
    		"OnUser1" "jukebox_buttonUnlock0.2-1"
    	}
    	"origin" "-2.5 -0.5 -1"
    	editor
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    	"MaxAnimTime" "10"
    	"MinAnimTime" "5"
    	"model" "models/props_unique/jukebox01_menu.mdl"
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    	"solid" "6"
    	"spawnflags" "0"
    	"targetname" "jukebox_menu_model"
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    	"message" "Jukebox.AllIWantForXmas"
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    	"targetname" "song_game_event"
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    	"rendercolor" "255 255 255"
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    	"active" "0"
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    I want that when the survivors camp in my server that they can hear a bit music

    Last edited by dani1341; 08-08-2010 at 00:53.
    dani1341 is offline
    untalented893
    Senior Member
    Join Date: Oct 2009
    Old 08-08-2010 , 01:06   Re: [L4D2] Routing (Dynamic Paths)
    Reply With Quote #3

    Quote:
    Originally Posted by MANGO SENTINEL View Post
    There's a small eyebeam looking thing that you have to jump onto from the pipe you normally cross

    Then you jump up onto the big metal ramp from that eyebeam

    Pretty tricky and I'm not sure if that's intended but it's a way to get by for now


    This was not intended. I have this issue on my server too, I'm working on a fix. Thanks for letting me know
    untalented893 is offline
    Reply



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