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[L4D2] Gas Cans


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Master_64
New Member
Join Date: Apr 2018
Old 05-31-2019 , 13:42   Re: [L4D2] Gas Cans
Reply With Quote #21

Quote:
Originally Posted by yagura40977 View Post
c1m4_atrium.nut c6m3_port.nut

NumCansNeeded <- 999 <== xxx
Already tried that. That does change the value to the correct amount but this doesn't cause the end event to trigger.
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yagura40977
Junior Member
Join Date: Feb 2019
Old 09-13-2019 , 08:28   Re: [L4D2] Gas Cans
Reply With Quote #22

The gasoline created cannot be reborn
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SpannerV2
Member
Join Date: Jun 2019
Old 10-11-2019 , 12:12   Re: [L4D2] Gas Cans
Reply With Quote #23

so it increased the amount of gascans but didnt increase the amount of gas cans needed to escape, its still 13, im using the .sp file. How do i increase the amount needed to escape on the .sp file, i cant seem to find it or im slimming right over it.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 12-26-2019 , 11:33   Re: [L4D2] Gas Cans
Reply With Quote #24

disawar1
Is there any chance of improving the plugin by making it work on several maps?
place a generator, fill it and then destroy a barricade that does not pass

For me, this plugins works fine (only in dedicated servers, you need modify the .sp file to run in non-dedicated servers)
need the plugins and the vpk (you probably need to unzip the vpk and manually place the vscripts files so that it works properly on a dedicated server)
I use sourcemod 1.09 (last version of this)

This plugins need a !removecan comand, sometimes we are wrong in placing cans

Last edited by Tonblader; 12-26-2019 at 11:58.
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 11-14-2020 , 10:05   Re: [L4D2] Gas Cans
Reply With Quote #25

any chance to add c14m2_lighthouse ?
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 11-14-2020 , 18:19   Re: [L4D2] Gas Cans
Reply With Quote #26

Quote:
Originally Posted by HarryPotter View Post
any chance to add c14m2_lighthouse ?
I attach a very basic Stripper:Source config of this map to 99 gascans in normal difficulty to map c14m2_lighthouse.

Known bug:
When you fill the gascan number 64, the scorecounter resets to 0, As far as I know it is only a visual bug, since it requires all 99 cans to advance next event.

Last edited by Tonblader; 11-14-2020 at 18:32.
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Shao
Senior Member
Join Date: Jan 2015
Old 04-17-2022 , 15:42   Re: [L4D2] Gas Cans
Reply With Quote #27

The plugin is good for gathering origins on any maps (Customs included) then setting them into a stripper file, after that you can use Silvers VScripts Replacer to set the new gascan amounts for the VScripts rather than using VPKs with something like this;

Code:
	"c1m4_atrium"
	{
		"c1m4_atrium_finale"
		{
			"regex"	"3"
			"\sNumCansNeeded\s<-\s13"	"NumCansNeeded <- 26"
		}
		"c1m4_atrium"
		{
			"regex"	"3"
			"\sNumCansNeeded\s<-\s13"	"NumCansNeeded <- 26"
		}
	}
While in the Stripper depending on the map you need to find the most important gas can in the map (If any) then use it's targetname on the ones you'll be adding so that everything gets enabled when the finale starts;

Code:
add:
{
	"origin" "0 0 0"
	"targetname" "insert value here"
	"spawnflags" "2"
	"solid" "0"
	"skin" "0"
	"model" "models/props_junk/gascan001a.mdl"
	"glowstate" "0"
	"disableshadows" "1"
	"body" "0"
	"angles" "0 0 0"
	"classname" "weapon_scavenge_item_spawn"
	"OnItemPickedUp" "@directorrunscriptcodeDirectorScript.MapScript.LocalScript.GasCanTouched()0-1"
}
You don't need to load up the plugin afterwards which can be great for servers using a bunch of 'em already.

Stripper:Source : https://www.bailopan.net/stripper/
VScript Replacer : https://forums.alliedmods.net/showthread.php?p=2662706

Last edited by Shao; 04-17-2022 at 15:44.
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