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[L4D1&2] Spawn Alarmcars


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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 02-15-2016 , 02:08   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #51

02/15/2016 - 13:05:24: SourceMod error session started
L 02/15/2016 - 13:05:24: Info (map "l4d_garage01_alleys") (file "errors_20160215.log")
L 02/15/2016 - 13:05:24: [SM] Native "CreateEntityByName" reported: Cannot create new entity when no map is running
L 02/15/2016 - 13:05:24: [SM] Displaying call stack trace for plugin "l4d_spawn_alarmcars.smx":
L 02/15/2016 - 13:05:24: [SM] [0] Line 1153, /home/forums/content/files/5/6/3/1/5/75804.attach::CreateAlarmCar()
L 02/15/2016 - 13:05:24: [SM] [1] Line 563, /home/forums/content/files/5/6/3/1/5/75804.attach::SpawnAlarmCar()
L 02/15/2016 - 13:05:24: [SM] [2] Line 1657, /home/forums/content/files/5/6/3/1/5/75804.attach:laceAlarmCars()
L 02/15/2016 - 13:05:24: [SM] [3] Line 1603, /home/forums/content/files/5/6/3/1/5/75804.attach::InitMap()
L 02/15/2016 - 13:05:24: [SM] [4] Line 136, /home/forums/content/files/5/6/3/1/5/75804.attach::Event_RoundStart()
L 02/15/2016 - 13:06:10: Error log file session closed.
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eyal282
Veteran Member
Join Date: Aug 2011
Old 01-19-2018 , 08:14   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #52

L 01/19/2018 - 13:44:29: [SM] Unable to load plugin "basevotes.smx": Native "DataPack.DataPack" was not found
L 01/19/2018 - 13:44:29: [SM] Native "CreateEntityByName" reported: Cannot create new entity when no map is running
L 01/19/2018 - 13:44:29: [SM] Displaying call stack trace for plugin "l4d_spawn_alarmcars.smx":
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ricksfishin
Senior Member
Join Date: Oct 2017
Old 01-01-2020 , 11:39   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #53

Needs Tested
fixed warnings from post #44
Attached Files
File Type: sp Get Plugin or Get Source (l4d_spawn_alarmcars.sp - 266 views - 69.8 KB)
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tonline_kms65
Member
Join Date: Aug 2016
Location: Ru. Komsomol-on-Amur
Old 06-12-2020 , 00:17   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #54

What is the difference between the function

Code:
CopyVector(const Float:original[3], Float:copy[3]) {
	for (new i = 0; i < 3; i++) copy[i] = original[i];
}
and
Code:
float copy[3];
copy = original;
I can't understand the difference.

Last edited by tonline_kms65; 06-12-2020 at 03:36.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-12-2020 , 00:39   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #55

NOTHING

Why do you have to make so big?

The latter probably didn't work on older versions of SM, maybe it copied the array reference so modifying 1 would change the original, I don't know. The other reason is some other scripting/programming languages don't allow copying arrays like this and so people stuck with what they know, making a CopyVector function.
__________________

Last edited by Silvers; 06-12-2020 at 00:40.
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tonline_kms65
Member
Join Date: Aug 2016
Location: Ru. Komsomol-on-Amur
Old 06-12-2020 , 03:30   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #56

Quote:
Originally Posted by Silvers View Post
NOTHING
Why do you have to make so big?
I thought the topic was outdated - they might not notice my question. And so immediately noticeable. Fixed.

Quote:
Originally Posted by Silvers View Post
The latter probably didn't work on older versions of SM, maybe it copied the array reference so modifying 1 would change the original, I don't know. The other reason is some other scripting/programming languages don't allow copying arrays like this and so people stuck with what they know, making a CopyVector function.
Ok. Thanks. Now everything is clear.

Last edited by tonline_kms65; 06-12-2020 at 03:38.
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axelnieves2012
Senior Member
Join Date: Oct 2014
Location: Argentina
Old 09-02-2020 , 00:01   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #57

Know bugs?
Alarmcars are never spawning on my server. I will show you a video
https://www.youtube.com/watch?v=lAtbCjh7xuc

Last edited by axelnieves2012; 09-02-2020 at 00:06.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 01-12-2021 , 15:34   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #58

Same it does not load cars from the config file, any idea?

Last edited by JLmelenchon; 01-12-2021 at 21:58.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 01-17-2021 , 19:12   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #59

Guys, please, always pay attention to the last pages in every plugin thread that you may have some "issue" because other devs could have fixed or given some hint about the errors/bugs.

This one has few pages by now, only 6, so won't take much time reading. The plugin author doesn't reply since page 4. In page 5 (previous) there are two versions that seem to work.

Mr.Zero version.

Spoiler


KillJoy version.

Spoiler


I did a simple test (spawned a single car in L4D2) and worked, check if you did the same steps:
  • Used the !alarmcar_spawn command in chat.
  • Saved the config with !alarmcar_save_to_config. (file is saved in the cfg/sourcemod folder)
  • Reloaded the map in console with map <mapname>

Notes:
  • The map config is saved in the cfg/sourcemod folder, same folder where usually the cvar config is saved (AutoExecConfig). (and NOT in SM config or SM data folder)
  • The .cfg file from the main post doesn't add a car cause it has an "l4d2" or "l4d1" extension, if you wanna try it, remove it and save as alarmcars_location.cfg
  • I did some tests and was able to use the custom cars/trucks alarms made (even with the original version), don't forget that it was in beta so may not work properly as the original car alarm.
  • You are able to spawn custom alarm cars with sm_alarmcar_spawn_custom <type> (type should be a value between 0 and 2, example: sm_alarmcar_spawn_custom 1).
  • You are able to spawn custom alarm trucks with sm_alarmcar_spawn_truck <type> (type should be 0, example: sm_alarmcar_spawn_truck 0).

Here is a version (still old syntax) that I merged both (Zero/KillJoy) and fixed some warnings, you can try.

Code:
 * v1.0.4c:
 *  - Fixed some warnings
 *  - Merged Zero and KillJoy versions
 *  - Added glass blinking fix on tank hit
 * v1.0.4d:
 *  - Fixed custom cars/trucks not spawning when there is no normal alarm car in the config -- Mart
 *  - Added command sm_alarmcar_reload_config to reload the map based config file -- Mart
Still may have bugs? Of course, but at least it is working. If still, you have a bug, be detailed about it (what you did and what was supposed to happen). Also, give information about which game (L4D1/L4D2) and which plugin version (give the post link) you are using, so others can help faster the next time.
Attached Files
File Type: sp Get Plugin or Get Source (l4d_spawn_alarmcars.sp - 308 views - 71.4 KB)
__________________

Last edited by Marttt; 01-18-2021 at 10:27.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 01-18-2021 , 00:25   Re: [L4D1&2] Spawn Alarmcars
Reply With Quote #60

No luck it is still not working, i can see in console "[SM] Map not found!" but it is an official map. I can spawn cars and save them to config but when map is restarted they will not appear like in the video of the previous person who complained. What version of sourcemod do you use ? I have sourcemod-1.11.0-git6625-linux

Quote:
Originally Posted by axelnieves2012 View Post
Know bugs?
Alarmcars are never spawning on my server. I will show you a video
https://www.youtube.com/watch?v=lAtbCjh7xuc

Last edited by JLmelenchon; 01-18-2021 at 00:26.
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