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[L4D2] Fort Spawner (1.4.0.0)


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eric0279
AlliedModders Donor
Join Date: May 2007
Old 09-15-2016 , 07:22   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #301

Hello,

i spawn a ammo_stack and try to save but error:
Quote:
fortspawn_save
Unknown command: fortspawn_save
./sourcemod/data/maps/map.txt is empty.

edit: ok map.txt file need 777 chmod for work

re dit:
Quote:
L 09/15/2016 - 13:23:29: SourceMod error session started
L 09/15/2016 - 13:23:29: Info (map "c5m2_park") (file "errors_20160915.log")
L 09/15/2016 - 13:23:29: [SM] Native "GetEntPropString" reported: Entity -1 (-1) is invalid
L 09/15/2016 - 13:23:29: [SM] Displaying call stack trace for plugin "fortspawner.smx":
L 09/15/2016 - 13:23:29: [SM] [0] Line 305, C:\srcds\addons\sourcemod\scripting\fortspawn er.sp::Save()
L 09/15/2016 - 13:29:05: Error log file session closed.

Last edited by eric0279; 09-15-2016 at 09:31.
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mason74
New Member
Join Date: Dec 2016
Location: Minnesota
Old 12-09-2016 , 13:49   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #302

I'm just wondering if there is a way to put the props on a radial file like the vocalization for the characters? thanks
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xF . Tick Tock Man
Member
Join Date: Feb 2015
Old 12-15-2016 , 09:14   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #303

Any way to have the plugin call the props from a second separate file?

I ask because this would be extremely handy for TF2, however with all the props hardcoded into the plugin not a single prop will work....

If however the props were called from a second file, the model paths could be easily changed to pull props from TF2/HL2 or pretty much any other game running Source, depending on your needs.

The prop movement commands work just fine in TF2- the rotate, ang and delete functionality are already there, and grab works as well - just need a way to work from a proplist that is actually compatible...

Any help you could provide would be much appreciated.
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kot4404
Senior Member
Join Date: Mar 2013
Old 01-21-2017 , 14:10   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #304

How can I mirror the way the door spawned by this plugin open?
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Crazygamer34894
Senior Member
Join Date: Feb 2013
Location: Cape Town Western Cape
Old 04-23-2017 , 17:08   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #305

Quote:
Originally Posted by Munch View Post
So is the FortSpawn plugin now working?
The Build Enabler plugin is very limited only allowing spawning, rotating and deleting objects where as FS allows many more as an example these are my binds for manipulating object position with FS

bind "F5" "fortspawn_menu" // F5 Fort Spawn Menu
bind "F6" "fortspawn_load" // F6 Load Previous Spawned Objects
bind "F7" "fortspawn_save" // F7 Save Previous Spawned Objects
bind "BackSpace" "fortspawn_remove" // Remove a spawned object
bind "-" "fortspawn_move x 10" // Move Object X +10 point
bind "=" "fortspawn_move x -10" // Move Object X -10 point
bind "[" "fortspawn_move y 10" // Move Object Y +10 point
bind "]" "fortspawn_move y -10" // Move Object Y -10 point
bind "uparrow" "fortspawn_move z 10" // Raise Object +10 pt
bind "downarrow" "fortspawn_move z -10" // Lower Object -10 pt
bind "rightarrow" "fortspawn_rotate 15" // Rotate Object Clockwise +15 degrees
bind "leftarrow" "fortspawn_rotate -15" // Rotate Object Anti-Clockwise -15 degrees
bind "Del" "fortspawn_ang 90 -90 90" // Change Orientation x Angle (stand Up)
bind "End" "fortspawn_ang 0 0 0" // Change Orientation x Angle (Lie Down)
bind "pgdn" "fortspawn_ang 90 90 90" // Change Orientation x Angle (Lie Down Flip 180)
bind "Ins" "fortspawn_ang 90 0 90" // Change Orientation y Angle (stand Up)
bind "Home" "fortspawn_ang 0 90 0" // Change Orientation y Angle (Lie Down)
bind "PgUp" "fortspawn_ang -90 0 -90" // Change Orientation y Angle (Lie Down Flip 180)
very useful what is the command if a window is sideways and i want it to be proper way
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eziosid
Senior Member
Join Date: Sep 2017
Old 11-24-2017 , 09:21   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #306

Quote:
Originally Posted by Munch View Post
Depends if you want the props to autoload.

My Zipped version below give you the ability to load saved props automaticaly from map specific txt files ie, c1m4_atrium.txt or c1m1_highway.txt and so on.

Example pics from City17 map3 (l4d2_city17_03)

Before


After



My Updated Example Maps always available here
My Updated FortSpawn always available here

Edit1: Fixed a few props not spawning correctly. (Fort Spawner 1.4.0.1000+Props).7z)
links not working plz attach here

Last edited by eziosid; 11-24-2017 at 09:23.
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eziosid
Senior Member
Join Date: Sep 2017
Old 11-27-2017 , 06:12   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #307

hello i spawn doors but its not load when i restarted map again is there no auto load option ?
and this is my logs

L 11/27/2017 - 16:252: SourceMod error session started
L 11/27/2017 - 16:252: Info (map "c2m1_highway") (file "errors_20171127.log")
L 11/27/2017 - 16:252: [SM] Exception reported: Entity 793 (793) is invalid
L 11/27/2017 - 16:252: [SM] Blaming: fortspawner.smx
L 11/27/2017 - 16:252: [SM] Call stack trace:
L 11/27/2017 - 16:252: [SM] [0] GetEntPropString
L 11/27/2017 - 16:252: [SM] [1] Line 195, fortspawner.sp::RemoveLastSpawn
L 11/27/2017 - 16:252: [SM] [3] FakeClientCommand
L 11/27/2017 - 16:252: [SM] [4] Line 584, fortspawner.sp::MenuHandler_ControlsMenu
L 11/27/2017 - 16:29:09: [SM] Exception reported: Entity -1 (-1) is invalid
L 11/27/2017 - 16:29:09: [SM] Blaming: fortspawner.smx
L 11/27/2017 - 16:29:09: [SM] Call stack trace:
L 11/27/2017 - 16:29:09: [SM] [0] GetEntPropString
L 11/27/2017 - 16:29:09: [SM] [1] Line 305, fortspawner.sp::Save
L 11/27/2017 - 16:29:26: [SM] Exception reported: Entity -1 (-1) is invalid
L 11/27/2017 - 16:29:26: [SM] Blaming: fortspawner.smx
L 11/27/2017 - 16:29:26: [SM] Call stack trace:
L 11/27/2017 - 16:29:26: [SM] [0] GetEntPropString
L 11/27/2017 - 16:29:26: [SM] [1] Line 305, fortspawner.sp::Save
L 11/27/2017 - 16:29:46: Error log file session closed.
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Sout12
Member
Join Date: May 2017
Old 01-31-2020 , 23:52   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #308

L 01/31/2020 - 20:19:17: [SM] [1] Line 3646, Fortspawner.sp::BuildMenu
L 01/31/2020 - 20:19:17: [SM] Exception reported: Not enough space on the stack
L 01/31/2020 - 20:19:17: [SM] Blaming: Fortspawner.smx

After using the plugin for about 20 minutes it does this and is no longer working, im guessing its due to a memory leak any ideas?

Last edited by Sout12; 02-01-2020 at 01:21.
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Munch
Senior Member
Join Date: May 2012
Location: Liverpool UK
Old 07-24-2020 , 20:53   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #309

ReUploaded due to missing zip from my previous posts
Its a few years old now but still works fine. Use with Sourcemod 1.6 and newer

Access using !fs or !fortspawn_menu
If you find any props that don't spawn please post what and map

1065 Props in 23 categories
Menu Structure:

Controls
PropControl (see below)
Most Used

Aviation
Commercial
Construction
Domestic
Entertainment
Fence & Barricades
Highway
Industrial
Landscape
Maritime
Medical
Military
Miscellaneous
Office
Plants
Prefabs
Railroad
Retail
Signs
Stairs
Vehicles
Warehouse
Zombies

PropControl (controls to change prop orientation)
Move Prop X Axis (1pt 10pt 100pt)
Move Prop Y Axis (1pt 10pt 100pt)
Roll Prop Left (in 10 degree steps)
Roll Prop Right (in 10 degree steps)
Pitch Prop Up (in 10 degree steps)
Pitch Prop Down (in 10 degree steps)
Rotate Prop (1pt 5pt 15pt)
Elevate Prop (1pt 10pt 100pt)
Delete Prop
Load & Save Props (Admins with root access only)


Using a keybind you can grab hold a prop (in this case the G key)

bind "g" "+fsgrab"
alias "+fsgrab" "+grab" // Press and hold G to grab and move object
alias "-fsgrab" "-grab" // Release G to let go of object


Ive included a full set of blank stock maps for you to modify.
Ive also included a set of my own example stock maps
These are in the included zip and will need to be moved to ../addons/sourcemod/data/maps folder

And last Be sure to read the "Read Me.txt" as it contains important info on spawning vehicles with windows.
There are a couple of example pics "before / after" examples. be sure to check em out.
Attached Files
File Type: 7z Fort Spawner (1.4 (1065 Props).7z (1.40 MB, 458 views)
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canadianjeff
BANNED
Join Date: Sep 2016
Old 11-28-2020 , 15:17   Re: [L4D2] Fort Spawner (1.4.0.0)
Reply With Quote #310

I have been wanting to find a way to get the fortspawner to output txt files that could easily import into stripper:source by bailopan
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