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


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SpannerV2
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Join Date: Jun 2019
Old 10-13-2023 , 00:52   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1681

Quote:
Originally Posted by Psyk0tik View Post
I'll have to see your config file to help you troubleshoot the issue. Tanks have been spawning fine in all the servers I visited with this latest version installed, so there could be multiple reasons for Tanks not spawning.
Would appreciate it, i'm sure i over looked something.
Attached Files
File Type: zip Mutant Tanks dataCFG.zip (26.2 KB, 28 views)
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Psyk0tik
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Old 10-13-2023 , 06:34   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1682

Quote:
Originally Posted by SpannerV2 View Post
Would appreciate it, i'm sure i over looked something.
A lot of the Tanks are OFF and the ones that are ON each have a low chance of spawning. It's possible that the spawner isn't able to pick any of them. Try setting some of them to 100% chance.
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moschinovac
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Join Date: Mar 2019
Location: Vietnam
Old 10-13-2023 , 08:08   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1683

In my case, the line "bIsPlayerStuck(.min = flMin, .max = flMax, .pos = flRockPos)" in Warp ability block the tank warp with Rock break even with 100% chance and 0 CD . After comment that, Tank always warp when rock break.
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Psyk0tik
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Old 10-13-2023 , 08:20   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1684

Quote:
Originally Posted by moschinovac View Post
In my case, the line "bIsPlayerStuck(.min = flMin, .max = flMax, .pos = flRockPos)" in Warp ability block the tank warp with Rock break even with 100% chance and 0 CD . After comment that, Tank always warp when rock break.
Alright I’ll address that in the next update.
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SpannerV2
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Join Date: Jun 2019
Old 10-13-2023 , 18:40   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1685

Quote:
Originally Posted by Psyk0tik View Post
A lot of the Tanks are OFF and the ones that are ON each have a low chance of spawning. It's possible that the spawner isn't able to pick any of them. Try setting some of them to 100% chance.
I assume you are talking about the ones that are enabled? I only selected what i would like to be enabled then set their chances accordingly. Also seperated my Boss tanks (3 of them) to something like 20/40/60 or something or other. Should they now be more like 65/80/100? Also other than their chances, did you see errors?

EDIT: I reinstalled the cfg file. It is now spawning mutant tanks however the majority of them are still standard tanks, and when a standard tank spawns, usually another is spawned with it fighting 2 standards (This may be because i have my server set to allow the director to spawn up to 3 tanks a map). Is there any way to disable standard tanks all together. i have all type range settings set at 1-500.

Last edited by SpannerV2; 10-14-2023 at 02:03. Reason: Update to post
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 10-15-2023 , 01:25   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1686

Hi Psy, first of all, congrats on the big update! Thanks to you and everyone contributed, we have so much fun and never get bored of Left 4 Dead.

I've try and updated my sv to v8.99, but for some reason the plugin can't read my custom Boss's names files (?), I can spawn them via admin menu but they always appear as Tank#0 as a result.

Another issues I notice while testing finale custom config is that the plugin will spawn MT type correctly on the first wave after the finale has been triggered (Type #1~88). But on the second tank wave, a random MT spawned although I haven't enabled them and my config for second finale wave type is #150~200, for example Flash Tank (#94).

Once again I've attached my configs and translation, please take a look.
Attached Files
File Type: zip MTconfig.zip (66.0 KB, 31 views)
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Last edited by thewintersoldier97; 10-15-2023 at 06:07.
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Psyk0tik
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Old 10-15-2023 , 06:51   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1687

Quote:
Originally Posted by SpannerV2 View Post
I assume you are talking about the ones that are enabled? I only selected what i would like to be enabled then set their chances accordingly. Also seperated my Boss tanks (3 of them) to something like 20/40/60 or something or other. Should they now be more like 65/80/100? Also other than their chances, did you see errors?

EDIT: I reinstalled the cfg file. It is now spawning mutant tanks however the majority of them are still standard tanks, and when a standard tank spawns, usually another is spawned with it fighting 2 standards (This may be because i have my server set to allow the director to spawn up to 3 tanks a map). Is there any way to disable standard tanks all together. i have all type range settings set at 1-500.
Quote:
Originally Posted by thewintersoldier97 View Post
Hi Psy, first of all, congrats on the big update! Thanks to you and everyone contributed, we have so much fun and never get bored of Left 4 Dead.

I've try and updated my sv to v8.99, but for some reason the plugin can't read my custom Boss's names files (?), I can spawn them via admin menu but they always appear as Tank#0 as a result.

Another issues I notice while testing finale custom config is that the plugin will spawn MT type correctly on the first wave after the finale has been triggered (Type #1~88). But on the second tank wave, a random MT spawned although I haven't enabled them and my config for second finale wave type is #150~200, for example Flash Tank (#94).

Once again I've attached my configs and translation, please take a look.
I'll test both of your configs soon. Give me a few days to figure out the issues.

EDIT: Both issues will be addressed in the next update.
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Last edited by Psyk0tik; 10-17-2023 at 04:21.
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JustMadMan
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Join Date: Feb 2023
Old 10-27-2023 , 04:27   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1688

Corrected Russian translation of Tanks and Special Infected . I tried)
Attached Files
File Type: txt mutant_tanks.phrases.txt (140.9 KB, 41 views)
File Type: txt mutant_tanks_names.phrases (1).txt (245.1 KB, 19 views)

Last edited by JustMadMan; 10-31-2023 at 05:16.
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bedildewo
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Join Date: May 2014
Old 11-01-2023 , 04:45   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1689

No other plugin except mutant tanks
Using 160 custom maps

This appears
Quote:
Alarm clock
Add "-debug" to the ./l4d2_coop3/srcds_run command line to generate a debug.log to help with solving this problem
Wed Nov 1 15:447 WIB 2023: Server restart in 10 seconds
But when i delete mt_abilities2.smx it works well

Edited: this only appears on custom maps server
Edited 2: you cant damage anything when the plugin disabled using mt_pluginenabled 0 lol

Last edited by bedildewo; 11-01-2023 at 05:52.
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Psyk0tik
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Old 11-02-2023 , 00:49   Re: [L4D & L4D2] Mutant Tanks (v8.99, 10-10-2023)
Reply With Quote #1690

Quote:
Originally Posted by JustMadMan View Post
Corrected Russian translation of Tanks and Special Infected . I tried)
Thanks!

Quote:
Originally Posted by bedildewo View Post
No other plugin except mutant tanks
Using 160 custom maps

This appears

But when i delete mt_abilities2.smx it works well

Edited: this only appears on custom maps server
Some custom maps may take longer than usual to load in all the assets. Since Mutant Tanks takes a few seconds to read the config file and setup everything, you can disable it for whatever maps it's causing issues on. There's nothing I can really do about the issue. You could also launch your server with "-nowatchdog" to disable that alarm clock feature.

Quote:
Originally Posted by bedildewo View Post
Edited 2: you cant damage anything when the plugin disabled using mt_pluginenabled 0 lol
Ooh, nice catch. I'll fix that in the next update.

Thanks for reporting!
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