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[L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]


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eyal282
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Join Date: Aug 2011
Old 06-06-2023 , 02:36   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #171

When finales end ( maybe only Glubtastic finales ) it doesn't change map instead freeze on finale sequence. What causes it? Maybe a cvar is making an infinite delay?
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Mystik Spiral
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Old 06-06-2023 , 07:47   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #172

Quote:
Originally Posted by eyal282 View Post
When finales end ( maybe only Glubtastic finales ) it doesn't change map instead freeze on finale sequence. What causes it? Maybe a cvar is making an infinite delay?
Check the <server_directory>/left4dead/missions.cache folder and the .txt file for the campaign you are having trouble with. Ensure the finale map listed in the file is correct AND that all of the brackets are where they should be.
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eyal282
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Old 06-06-2023 , 08:17   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #173

Quote:
Originally Posted by Mystik Spiral View Post
Check the <server_directory>/left4dead/missions.cache folder and the .txt file for the campaign you are having trouble with. Ensure the finale map listed in the file is correct AND that all of the brackets are where they should be.
Code:
"Glubtastic2"
{
	// This name identifies the campaign for the matchmaking system. 
	// It is not visible in the game UI and can't contain spaces or special characters.
	"Name"		"Glubtastic3"

	// This is also used by the matchmaking system for identification. It has to be an integer (1, 2, 3 etc.).
	"Version"	"1"

	// These values control how the campaign shows up in the campaign list and the in-game UI.
	"DisplayTitle"	"Glubtastic 3"
	"Description"	"It never ends "
	"Author"	"Fugger"

	// This URL is shown for players trying to join a game running the campaign.
	// It should point to a place where players can download it.
	"Website"	"www.Vincenews.fox"

	// Material VMT file shown behind the end credits when your campaign completes.
        // Note: This item needs to have "vgui\" at the front. It is assumed
	// for the poster and the map thumbnails.
	"OuttroImage"	"vgui/nice_cock_glub"

	// A list of melee weapons that are allowed to spawn in the campaign. 
	// The knife is only available for players with the German version.
	"meleeweapons"	"electric_guitar;frying_pan;fireaxe;crowbar;cricket_bat;katana;baseball_bat;golfclub;knife"

	// Set these options to "1" to enable the effects.
	"allow_cola"		"0"	// Allows the Dead Center cola bottles to spawn.
	"no_wpn_restore"	"0"	// On player wipe, don't keep any weapons.
	"no_female_boomers"	"0"	// Disables spawning of the Boomette.
	"no_cs_weapons"		"0"	// Disables spawning of the German version CS weapons.
	"allow_diesel"		"0"	// Allows the Hard Rain Diesel cans to be used.

	"survivor_set"		"1"	// Which set of survivors should be used. 1=L4D1, 2=L4D2

	// Loading screen poster settings.
	"poster"
	{
		// This sets the material used for the loading screen. The path is relative to materials/vgui/
		"posterImage"		        "LoadingScreen_glubtastic3"
		"posterImage_widescreen"	"LoadingScreen_glubtastic3"

		// This stretches out the loading screen material over the entire screen.
		"fullscreen"		"1"

		// This determines which survivor set names to use in the loading screen.
		"l4d2_names"				"1"

		// This determines what order the survivors names are listed.
		"character_order"			"namvet;manager;teengirl;biker"
		//"character_order"			"gambler;coach;producer;mechanic"
		
		// These options relate to L4D1 loading screen text.
		// "posterTitle"		"#L4D360UI_CampaignTitle_C1"
		// "posterTitle_y"		"320"
		
		// "posterTagline"		"#L4D360UI_CampaignTagline_C1"
		// "posterTagline_y"	"380"
		
		// "gambler_player_name_x"		"9999"
		// "gambler_player_name_y"		"9999"
		
		// "producer_player_name_x"	"9999"		
		// "producer_player_name_y"	"9999"	
		
		// "coach_player_name_x"		"9999"	
		// "coach_player_name_y"		"9999"	
		
		// "mechanic_player_name_x"	"9999"
		// "mechanic_player_name_y"	"9999"
	}

	// The modes section lists each of your campaign maps and each mode
	// they support.  Depending on how you set up your campaign maps,
	// you can reuse the same bsp for different modes as is the case with 
        // coop and versus in this example. This requires setting up entities
        // that show up or operate differently for different modes.
        //
	// Any game mode or mutation can be specified here. 
	// Mutations will automatically inherit map entries if they are set for their base mode.
	//
	// Number each map section starting with "1"
	//
	// "Map" is the name of the bsp of the starting map. (do not include an extension or path)
	// "DisplayName" is the name to use for the chapter of the map.
	// "Image" is the image used for the chapter in the lobby and settings.

	"modes"
	{
		"coop"
		{
			"1"
			{
				"Map" "Glubtastic3_1"
				"DisplayName" "Glubs on Ice"
				"Image" "maps/glub3_1"
			}
			"2"
			{
				"Map" "Glubtastic3_2"
				"DisplayName" "Pimp my Glub"
				"Image" "maps/glub3_2"
			}
			"3"
			{
				"Map" "Glubtastic3_3"
				"DisplayName" "Glub Forest"
				"Image" "maps/glub3_3"
			}
			"4"
			{
				"Map" "Glubtastic3_vince"
				"DisplayName" "The Sis Fragments"
				"Image" "maps/glub3_vince"
			}
			"5"
			{
				"Map" "Glubtastic3_4"
				"DisplayName" "The Glubtastic Express"
				"Image" "maps/glub3_4"
			}
			"6"
			{
				"Map" "Glubtastic3_5"
				"DisplayName" "The Master Sis"
				"Image" "maps/glub3_5"
				"TankVariant" "models/infected/hulk_glubb.mdl"
			}
		}
	}
}
Looks fine to me.
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Last edited by eyal282; 06-06-2023 at 10:55.
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Mystik Spiral
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Old 06-06-2023 , 09:04   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #174

Quote:
Originally Posted by eyal282 View Post
Looks find to me.
I do not know if it will fix the problem, but the very first line, where it has "Glubtastic2"... I think that should be "mission".
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eyal282
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Join Date: Aug 2011
Old 06-06-2023 , 10:56   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #175

Quote:
Originally Posted by Mystik Spiral View Post
I do not know if it will fix the problem, but the very first line, where it has "Glubtastic2"... I think that should be "mission".
If it does, I hope the plugin can auto fix this.
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Mystik Spiral
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Join Date: Oct 2020
Location: Orlando, FL
Old 06-06-2023 , 12:09   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #176

Quote:
Originally Posted by eyal282 View Post
If it does, I hope the plugin can auto fix this.
Nope! The plugin just pulls whatever the campaign author put in, right or wrong. Just edit the file in the missions.cache folder since that is what the plugin will use if it already exists. I do not think the mission manager will overwrite it, but not sure.
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eyal282
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Join Date: Aug 2011
Old 06-06-2023 , 13:45   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #177

Quote:
Originally Posted by Mystik Spiral View Post
Nope! The plugin just pulls whatever the campaign author put in, right or wrong. Just edit the file in the missions.cache folder since that is what the plugin will use if it already exists. I do not think the mission manager will overwrite it, but not sure.
I mean the plugin will edit mission.cache to make the file keyvalue equal to "mission" which should be easy to do.
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jjambo789
Junior Member
Join Date: Dec 2013
Old 06-07-2023 , 00:32   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #178

Map/Campaign cycle randomizer ??
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noto3
Member
Join Date: Jan 2021
Old 07-21-2023 , 14:29   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #179

Possibility of adding next mapvote with menu in the finale of custom maps?

Last edited by noto3; 07-21-2023 at 14:29.
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Reanryu
Junior Member
Join Date: Aug 2020
Old 07-23-2023 , 01:33   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]
Reply With Quote #180

Hello friends, how do I increase the duration of the change from map to another at the end of the campaign? Because when I'm at the end of the rescue, the map changes very quickly to the next one.
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