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


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Munch
Senior Member
Join Date: May 2012
Location: Liverpool UK
Old 02-04-2016 , 07:37   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #171

Have you tried Fortspawner
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Mr.Bunny19
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Join Date: Sep 2016
Old 09-29-2016 , 09:17   How i save Objects?
Reply With Quote #172

when i gonna save objects say: Missing plugin_cache
how i can get this: plugin_cache ?
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AzureStars
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Join Date: May 2016
Location: Milky Way
Old 09-29-2016 , 09:51   Re: How i save Objects?
Reply With Quote #173

Quote:
Originally Posted by Mr.Bunny19 View Post
when i gonna save objects say: Missing plugin_cache
how i can get this: plugin_cache ?
plugin_cache is a folder YOU must create in your server.

You don't just install the plugin and this works you also need to create a folder named "maps" in "sourcemod/data" and create three new folders inside this new "maps" folder called.. "stripper", "routing" and "plugin_cache". Making sure they are all spelt correctly.

Make sure also to copy the included l4d2_spawn_props_models.txt file into the sourcemod/data folder.

Once you have done all the above restart server and it should work for you.
It should appear on your admin menu. If it does not then you made a mistake some where.

Works fine for me.
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Exeter350
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Join Date: Aug 2015
Old 01-09-2017 , 07:09   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #174

Quote:
Originally Posted by xioSlayer View Post
I needed that include for Str_ToLower() to fix issues with valve's messy naming conventions (on blood harvest they used caps seemingly randomly). Blood Harvest wasn't around when honorcode wrote this so thats no fault of his.

Just add this strings.inc file to your 'include' folder in the compile directory.


Quote:
Originally Posted by LOOOVEGUNS View Post
Thanks for your hlep~!! I'm very please~ But appear another error.


//// l4d2_object_spawner.sp
// H:\Left 4 Dead 2\left4dead2\addons\sourcemod\scripting\inclu de\strings.inc(7)
: fatal error 120: cannot read from file: "smlib/math"
//
// Compilation aborted.
// 1 Error.
//
// Compilation Time: 0.05 sec
// ----------------------------------------

Press enter to exit ...

Now,I'm uesing your version , i think maybe don't have the support or another missing things. I just wanna use your plugin to add some model on my little sever to play with fellows . also Iam feel very sorry for ask for your help ,caus I'm new for plugin.
I have the same problem. Any solutions?
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PepeZukas
Member
Join Date: Oct 2015
Location: Banana Republic
Old 03-16-2017 , 22:15   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #175

Why this shows on console?

Code:
[SM] Plugin l4d2_spawn_props.smx is not loaded.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 07-30-2018 , 22:23   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #176

I was working on fixing this plugin, but would like to know if there is any demand for it or not? The only issue that I've noticed so far is the broken path for the stripper directory. Am I missing anything else?
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FatalOE71
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Join Date: Jun 2018
Old 08-02-2018 , 03:30   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #177

Quote:
Originally Posted by Spirit_12 View Post
I was working on fixing this plugin, but would like to know if there is any demand for it or not? The only issue that I've noticed so far is the broken path for the stripper directory. Am I missing anything else?
I would be interested in it, if there are more models added like Fortspawner. Last I tried it, it was limited as to models. I would love to be able to save things I build, but not have to do it one item at a time like in fortspawner.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 08-02-2018 , 19:00   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #178

[L4D2] Objects Spawner 3.0

Version 3.0

Video:

http://www.youtube.com/watch?v=6rEponriV_0

*Thanks to superbunny

Installation

Code:
Place l4d2_spawn_props.smx in the sourcemod/plugins folder.
Place l4d2_spawn_props_models.txt in sourcemod/data folder.
Details

This plugin will create all the required directories on its own. It is highly recommended to install stripper source for full functionality. (https://forums.alliedmods.net/showthread.php?t=39439)

For the people interesting in routing functionality. There is a new ConVar "l4d2_spawn_props_routing_dir".

ConVars

Code:
// Enable the plugin to auto load the cache?
// -
// Default: "0"
l4d2_spawn_props_autoload "0"

// Should the paths be different for the teams or not?
// -
// Default: "1"
l4d2_spawn_props_autoload_different "1"

// Enable the Decorative category
// -
// Default: "1"
l4d2_spawn_props_category_decorative "1"

// Enable the Exterior category
// -
// Default: "1"
l4d2_spawn_props_category_exterior "1"

// Enable the Foliage category
// -
// Default: "1"
l4d2_spawn_props_category_foliage "1"

// Enable the Interior category
// -
// Default: "1"
l4d2_spawn_props_category_interior "1"

// Enable the Misc category
// -
// Default: "1"
l4d2_spawn_props_category_misc "1"

// Enable the Vehicles category
// -
// Default: "1"
l4d2_spawn_props_category_vehicles "1"

// Enable the Dynamic (Non-solid) Objects in the menu
// -
// Default: "1"
l4d2_spawn_props_dynamic "1"

// Log if an admin spawns an object?
// -
// Default: "1"
l4d2_spawn_props_log_actions "1"

// Enable the Physics Objects in the menu
// -
// Default: "1"
l4d2_spawn_props_physics "1"

// Enable the Static (Solid) Objects in the menu
// -
// Default: "1"
l4d2_spawn_props_static "1"

// Version of the Plugin
// -
// Default: "3.0"
l4d2_spawn_props_version "3.0"

// Should routing files be kept in its own folder?
// -
// Default: "1"
l4d2_spawn_props_routing_dir "1"
Commands

Code:
 - sm_spawnprop			- Spawns an object with the given information
 - sm_savemap			- Save all the spawned object in a stripper file
 - sm_grabprop			- Grabs the last object to move it
 - sm_grablook			- Grabs the looking object to move it
 - sm_prop_rotate		- Rotates the last spawned object with the desired angles
 - sm_prop_removelast		- Remove last spawned object
 - sm_prop_removelook		- Remove the looking object
 - sm_prop_removeall		- Remove all objects
 - sm_prop_move			- Move an object with the desired movement type
 - sm_prop_setang		- Forces an object angles
 - sm_prop_setpos		- Sets the last object position
 - sm_debugprop			- Enable/Disable Debug
 - sm_spload			- Load specific map
ChangeLog

I've been working on this on and off, so its hard to provide exact change-log, but these are the highlights.

Code:
 - Switched to Transitional Syntax.
 - Auto create the required directories.
 - Fixed menu jump back after spawning each item.
 - Added "grab item" option to the menu for easier editing.
 - Switched the plugin paths to reflect current stripper path.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_spawn_props.sp - 1682 views - 91.0 KB)
File Type: txt l4d2_spawn_props_models.txt (27.5 KB, 997 views)
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Last edited by Spirit_12; 08-02-2018 at 19:04.
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Spirit_12
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Join Date: Dec 2012
Location: Toronto, CA
Old 09-20-2018 , 00:07   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #179

Quote:
Originally Posted by Mitsuru View Post
Grab still can't save the angle, but the angle has changed.
Elaborate?

Quote:
Originally Posted by Mitsuru View Post
This is very tedious, why can't it be like Fort Spawner?
Because it is not fort spawner? If fort spawner works for you then use that. What's the issue ?
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Mitsuru
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Join Date: Jun 2013
Location: Fakes country
Old 09-20-2018 , 09:08   Re: [L4D2] Objects Spawner [2.0 Reloaded] v2.0.6 (Save Objects Supported)
Reply With Quote #180

Quote:
Originally Posted by Spirit_12 View Post
Elaborate?
Because it is not fort spawner? If fort spawner works for you then use that. What's the issue ?
I am sorry to bother you. It seems that I have not studied it in depth.Thanks
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