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Stripper:Source (Updated 2011-04-15)


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ChillyWI
Senior Member
Join Date: Aug 2008
Old 11-30-2009 , 17:51   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #401

I'm trying the following for c1m1_hotel in L4D2...

Code:
;;remove all kits
filter:
{
"classname" "weapon_first_aid_kit_spawn"
}
{
"classname" "weapon_defibrillator_spawn"
}

;;just to be safe, remove all chance of a defib
modify:
{
    match:
    {
    "DefibrillatorDensity" ".25"
    }
    replace:
    {
    "DefibrillatorDensity" "0.0"
    }
}

;;add 4 starting kits
add:
{
"origin" "420 5719 2887.87"
"spawnflags" "3"
"solid" "6"
"angles" "90 300 0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "3898952"
}
{
"origin" "439 5751 2887.87"
"spawnflags" "3"
"solid" "6"
"angles" "90 247 0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "3898990"
}
{
"origin" "433 5732 2887.87"
"spawnflags" "3"
"solid" "6"
"angles" "90 0 0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "3898998"
}
{
"origin" "441.012 5767.16 2887.86"
"spawnflags" "3"
"solid" "6"
"angles" "90 225 0"
"classname" "weapon_first_aid_kit_spawn"
"hammerid" "4163012"
}
It does remove the kits and then place the 4 starting ones back in. However, it doesn't prevent all random defibs yet since I just got one outside the elevator. I don't see any forced defibs in the dump and I can't figure out if there's an entity at that exact position in the dump or not, so I'm kind of stuck.
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ovp87
New Member
Join Date: Jul 2009
Old 11-30-2009 , 21:04   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #402

anyone have any luck removing invb. walls from l4d2?
worked flawlessly for l4d1, hoping for a repeat
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-01-2009 , 07:28   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #403

As with Crash Course, the majority of invisible walls are hard-coded as brushes into the maps. Cannot be removed -.-
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Gixxer
Member
Join Date: Nov 2009
Old 12-01-2009 , 16:43   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #404

I tried this into my global.cfg

Code:
;;Replace all kits with pills
modify:
{
    match:
    {
    "classname" "weapon_first_aid_kit_spawn"
    }
    replace:
    {
   "classname" "weapon_pain_pills_spawn"
    }
}
It seems to work, all kits at the starting zone have been turned into pills. Now, in some levels, like Parish 2 (Park) kits are still spawning in PRE-DEFINED places and the dump file for Park only has weapon_first_aid_kit_spawn, no other variation of aid_kit I could find.

This is their locations:
http://img38.**************/img38/2528/12582252.jpg
http://img405.**************/img405/1259/91123199.jpg

Last edited by Gixxer; 12-01-2009 at 18:09.
Gixxer is offline
Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 12-01-2009 , 17:34   L4D1 - Nomercy Finale - Hallway of death :)
Reply With Quote #405

Hi,

What I wanted was simple: Put some gascans and propane tanks along the whole hallway. I spawn there automatically some witches and if you shoot the first gascan all the other cans and tanks explode one by one.
On NM-5 this happens:
1st round: survivors only see 1 gascan and 1 propane tank in the hallway.
2nd round: survivors see all gascans and propane tanks I have in the cfg file.
How is it possible that in 2nd round I see everything I want, but not in first round ?

Code:
//Benzinkanister im Gang, nach Saferoom :)
add:
{
;Gas can
"origin" "5701.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "5900.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "6100.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "6300.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "6500.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "6700.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "6900.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "7100.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
{
;Gas can
"origin" "7300.085938 8575.052734 5760.031250"
"model" "models/props_junk/gascan001a.mdl"
"angles" "45.4 -87.55 0"
"classname" "prop_physics"
}
add:
{
;Propane Tank
"origin" "5877 8500 5780.031250"
"model" "models/props_junk/propanecanister001a.mdl"
"classname" "prop_physics"
}
add:
{
;Propane Tank
"origin" "5990.914063 8502.018555 5780.031250"
"model" "models/props_junk/propanecanister001a.mdl"
"classname" "prop_physics"
}
Skorpion1976 is offline
Gixxer
Member
Join Date: Nov 2009
Old 12-01-2009 , 19:23   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #406

Does anyone know how to spawn multiple instances of a single item in the exact same location?

So far, I'm doing this but I can only pick the weapon up once.

Code:
{
add:
{
"origin" "10712.846680 7895.115723 -542.294189"
"solid" "6"
"skin" "0"
"disableshadows" "0"
"count" "5"
"angles" "0 0 0"
"classname" "weapon_smg_mp5"
}
}
Gixxer is offline
triggerman
Senior Member
Join Date: Jun 2009
Old 12-02-2009 , 00:48   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #407

simply copy and paste

Code:
add:
{
"origin" "10712.846680 7895.115723 -542.294189"
"solid" "6"
"skin" "0"
"disableshadows" "0"
"count" "5"
"angles" "0 0 0"
"classname" "weapon_smg_mp5"
}
{
"origin" "10712.846680 7895.115723 -542.294189"
"solid" "6"
"skin" "0"
"disableshadows" "0"
"count" "5"
"angles" "0 0 0"
"classname" "weapon_smg_mp5"
}
{
 "origin" "10712.846680 7895.115723 -542.294189"
 "solid" "6"
 "skin" "0"
 "disableshadows" "0"
 "count" "5"
 "angles" "0 0 0"
 "classname" "weapon_smg_mp5"
}
{
 "origin" "10712.846680 7895.115723 -542.294189"
 "solid" "6"
 "skin" "0"
 "disableshadows" "0"
 "count" "5"
 "angles" "0 0 0"
 "classname" "weapon_smg_mp5"
}
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anon666
Member
Join Date: Apr 2009
Location: south east asia
Old 12-02-2009 , 02:14   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #408

How to make that the spawned items follow the physics after being spawned? The items are just hanging in the air (L4D2 weapons). It is quite hard to place them accurately with angles and whatnot.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 12-02-2009 , 10:51   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #409

weapon spawns are not physics objects. yes it is hard, but ya gotta do it.

gixxer, strange your only getting 1. in l4d i tried getting single weapon spawns and couldnt do it. try removing the skin line (looking at a dump file, the only weapon_ items that have it are single spawns - melee and first aids). you could also try using a spawnflags (2?) in there.
dirka_dirka is offline
anon666
Member
Join Date: Apr 2009
Location: south east asia
Old 12-02-2009 , 13:44   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #410

Quote:
Originally Posted by dirka_dirka View Post
weapon spawns are not physics objects. yes it is hard, but ya gotta do it.
I spawned a few weapons in a saferoom (L4D2) at the end of a map (eg DC1). The floating weapons do drop at the beginning of the next level (DC2) though. Somehow during the transition/mapchange the physics are being applied to the weapon spawns, causing them to be already on the floor after the mapchange.

I guess I'll have to live with it
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