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[L4D2] Footlocker Spawner (1.19) [22-Nov-2023]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 04-13-2020 , 16:05   Re: [L4D2] Footlocker Spawner (1.14) [12-Apr-2020]
Reply With Quote #91

Quote:
Originally Posted by Tonblader View Post
// 0=Off, 1/cvar. The chance of a footlocker containing a witch.
l4d2_footlocker_witch "100"

This is 100% chance of probability of containing a witch? The FootLockers that are found almost never have one.
Code:
1/cvar
Set it to 1.
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Tonblader
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Join Date: Jul 2011
Location: Peru
Old 04-13-2020 , 16:55   Re: [L4D2] Footlocker Spawner (1.14) [12-Apr-2020]
Reply With Quote #92

Quote:
Originally Posted by Silvers View Post
Code:
1/cvar
Set it to 1.
ohhh i see the rng, now i understand

1 = 1 of 1 = 100%
50 = 1 of 50 = 50%
100 = 1 of 100 = 1%

In addition, regarding the chat advertisement, can you add a cvar where this advertisement is removed?
Also, optionally add other cvar to text that says, what object was containing by the footlocker.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 04-13-2020 , 17:01   Re: [L4D2] Footlocker Spawner (1.14) [12-Apr-2020]
Reply With Quote #93

Quote:
Originally Posted by Tonblader View Post
ohhh i see the rng, now i understand

1 = 1 of 1 = 100%
50 = 1 of 50 = 50%
100 = 1 of 100 = 1%

In addition, regarding the chat advertisement, can you add a cvar where this advertisement is removed?
Also, optionally add other cvar to text that says, what object was containing by the footlocker.
Yeah don't know why I made teh RNG backwards.

l4d2_footlocker_hint "0"

Other chat hints no.
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Last edited by Silvers; 04-13-2020 at 17:01.
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Tonblader
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Location: Peru
Old 04-13-2020 , 19:23   Re: [L4D2] Footlocker Spawner (1.14) [12-Apr-2020]
Reply With Quote #94

Quote:
Originally Posted by Silvers View Post
Other chat hints no.
No a new chat hint.

I say that I agree with that in the same text ( l4d2_footlocker_hint "1" ) and that it is optional if it shows it or not.

with the possibility of adding a translation in another language.

Last edited by Tonblader; 04-13-2020 at 19:44.
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RDiver
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Join Date: Mar 2010
Old 05-19-2020 , 16:56   Re: [L4D2] Footlocker Spawner (1.15) [10-May-2020]
Reply With Quote #95

Possible to add medkits and defibs on the list ?

Last edited by RDiver; 05-19-2020 at 17:08.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-20-2020 , 09:35   Re: [L4D2] Footlocker Spawner (1.15) [10-May-2020]
Reply With Quote #96

Quote:
Originally Posted by RDiver View Post
Possible to add medkits and defibs on the list ?
Not going to do. Use one of the weapon spawner plugins instead.


Edit: @PEK727 post below: Thanks, updated data config.
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Last edited by Silvers; 02-23-2021 at 01:55.
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PEK727
Junior Member
Join Date: Aug 2020
Location: United States
Old 10-12-2020 , 17:21   Re: [L4D2] Footlocker Spawner (1.16) [30-Sep-2020]
Reply With Quote #97

On Crash Course chapter 1 a footlocker is spawning upside down and floating in a closet at the long building before the howitzer event.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 03-07-2021 , 22:49   Re: [L4D2] Footlocker Spawner (1.16) [30-Sep-2020]
Reply With Quote #98

Found an incompatibility (with fireworks crates) when running together with the plugins below:

The main reason is that the fireworks crates are created as "weapon_fireworkcrate", and both plugins converts it into "prop_physics".

I was able to make it compatible by changing to "prop_physics" and updating some entities properties.

I also changed the Z pos to -2.0 (when you create as "prop_physics, the Z pos always drop by 2.0) and
reduced the MoveSideway into -0.2 for better looking (sometimes you could see the fireworks crates from outside the footlocker in the original value).

I don't know if this has some side effects, or a reason to be a "weapon_fireworkcrate" but seem working fine from my tests (the fireworks are able to ignite but don't explode, only the fire particle is shown).

Sharing the code (below) in case someone needs it or worth updating the main plugin.

Spoiler
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Last edited by Silvers; 10-27-2021 at 04:29. Reason: removed plugin, fix added to main plugin post
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 04-12-2021 , 19:30   Re: [L4D2] Footlocker Spawner (1.16) [30-Sep-2020]
Reply With Quote #99

Quote:
Originally Posted by Marttt View Post
The main reason is that the fireworks crates are created as "weapon_fireworkcrate", and both plugins converts it into "prop_physics".

I was able to make it compatible by changing to "prop_physics" and updating some entities properties.

I also changed the Z pos to -2.0 (when you create as "prop_physics, the Z pos always drop by 2.0) and
reduced the MoveSideway into -0.2 for better looking (sometimes you could see the fireworks crates from outside the footlocker in the original value).

I don't know if this has some side effects, or a reason to be a "weapon_fireworkcrate" but seem working fine from my tests (the fireworks are able to ignite but don't explode, only the fire particle is shown).
Sometimes this works well and sometimes it doesn't.
I mean, when I try to grab the fireworks boxes from the footklocker, sometimes I can take (+use) all of them without any problem and other times I can't take (+use) all of them.
On different maps it behaves in different ways.
I think this is due to position or angle problems.

Last edited by Tonblader; 04-12-2021 at 19:30.
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Testaccount22
New Member
Join Date: Apr 2021
Old 04-24-2021 , 07:17   Re: [L4D2] Footlocker Spawner (1.16) [30-Sep-2020]
Reply With Quote #100

It spawns but it doesn't save, even when I use save command, next time I'm playing the same map it doesn't spawn just like last time, what is wrong? Please help

Last edited by Testaccount22; 04-24-2021 at 07:19.
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