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[L4D2] RaceMod


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MaStErShOt57
New Member
Join Date: May 2010
Old 05-15-2010 , 16:50   Re: [L4D2] RaceMod
Reply With Quote #11

Exciting!! ...also, another idea to add to that is, when killing a tank it can take off 5 seconds and killing a witch can take of 3 seconds....or something like that ;)
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MaStErShOt57
New Member
Join Date: May 2010
Old 05-22-2010 , 20:23   Re: [L4D2] RaceMod
Reply With Quote #12

One other thing ..... would you b able to add a way to give options if the plugin is implemented in each gamemode....so for example, when the cfg is created the user can choose whether the plugin is on in versus or not.
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Acecombat2
Senior Member
Join Date: Nov 2009
Old 05-23-2010 , 06:17   Re: [L4D2] RaceMod
Reply With Quote #13

i got one suggestion.... make the path full with trucks and cars as and obstacle so that they hardly move to find a way to across.
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Acecombat2
Senior Member
Join Date: Nov 2009
Old 05-23-2010 , 06:31   Re: [L4D2] RaceMod
Reply With Quote #14

L 05/23/2010 - 190:17: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 05/23/2010 - 190:17: [SM] Displaying call stack trace for plugin "racemod.smx":
L 05/23/2010 - 190:17: [SM] [0] Line 543, racemod.sp::Event_PlayerDeath()
L 05/23/2010 - 190:18: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 05/23/2010 - 190:18: [SM] Displaying call stack trace for plugin "racemod.smx":
L 05/23/2010 - 190:18: [SM] [0] Line 543, racemod.sp::Event_PlayerDeath()


???
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zipcore
Veteran Member
Join Date: Mar 2010
Location: m_flZipcore
Old 05-23-2010 , 08:48   Re: [L4D2] RaceMod
Reply With Quote #15

is it possible to fix the scores when i'm running this in a server with more than 4 players?
It's a huge fun to combine this plugin with RPGmode xD
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Fleepster99
Senior Member
Join Date: Apr 2010
Old 05-24-2010 , 08:58   Re: [L4D2] RaceMod
Reply With Quote #16

Thanks a lot any chance you could make an extra plug-in just to say who reaches the safe house first, without everything else for versus.
Thank you ;)
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zipcore
Veteran Member
Join Date: Mar 2010
Location: m_flZipcore
Old 05-28-2010 , 11:36   Re: [L4D2] RaceMod
Reply With Quote #17

Quote:
Originally Posted by Fleepster99 View Post
Thanks a lot any chance you could make an extra plug-in just to say who reaches the safe house first, without everything else for versus.
Thank you ;)
this would be also great
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Fleepster99
Senior Member
Join Date: Apr 2010
Old 07-19-2010 , 21:14   Re: [L4D2] RaceMod
Reply With Quote #18

Hey Krazy i noticed you mentioned the crescendos being a gameplay killer, i agree with you 100% i came across some code that takes care of that nicely. I recommend you to add this to a round_start event.

Code:
	new EntCount = GetEntityCount();
	new String:EdictName[128];
	for (new i = 0; i <= EntCount; i++)
	{
		if (IsValidEntity(i))
		{
			GetEdictClassname(i, EdictName, sizeof(EdictName));
			// PrintToServer("EdictName %s",EdictName); //debug list all edicts
			
			if (StrContains(EdictName, "func_button", false) != -1)
			{
				AcceptEntityInput(i, "Use"); //Push ALL buttons in chapter:) 
				continue;
			}
		}
	}
Hope that helped
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berni
SourceMod Plugin Approver
Join Date: May 2007
Location: Austria
Old 01-25-2011 , 16:36   Re: [L4D2] RaceMod
Reply With Quote #19

Unapproved for now, will be re-approved when the plugin is fixed and author replies.
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