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Stripper:Source (Updated 2011-04-15)


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dirka_dirka
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Join Date: Nov 2009
Old 04-05-2010 , 01:14   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #611

you get the origins by trial and error. hammer can help somewhat, but it doesnt give you very accurate info on origins.

place something.. if you dont like it, move it 5-10 units and save/reload to see where it is. adjust and save/reload.. rinse and repeat until you are happy.

as far as the extra table goes - depends on the model. it should be possible tho.
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marvel
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Old 04-05-2010 , 02:21   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #612

Quote:
Originally Posted by dirka_dirka View Post
you get the origins by trial and error. hammer can help somewhat, but it doesnt give you very accurate info on origins.

place something.. if you dont like it, move it 5-10 units and save/reload to see where it is. adjust and save/reload.. rinse and repeat until you are happy.

as far as the extra table goes - depends on the model. it should be possible tho.
I found a perfect way. I installed the left 4 dead 2 authoring tools, which adds the hammer world editor. It's a slow and buggy tool but you can put items in maps see how you want them to fit and all you have to do is write down the coordinates that are displayed in the status bar when you select an item and use those as origins for stripper. It's a lot of work to do it for all maps but it works great!

Now I finally have good weapons in maps that need it

Last edited by marvel; 04-05-2010 at 02:26.
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marvel
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Old 04-05-2010 , 09:39   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #613

For anybody that wants to have it, these cfg files will give you all seven tier2 weapons in the first 2 rounds (spawned next to each other in safe room or safe heaven).

w00t my first contribution

I didn't add c5m1_waterfront since that map is too easy already, and swamp fever is also missing because I don't rotate that campaign on my servers (I hate it).

I like having all weapons on some maps like c5m2_park (hard version) and c2m1_highway and c2m2_plankcountry.

Do with it as you like
Attached Files
File Type: cfg c1m1_hotel.cfg (1.6 KB, 224 views)
File Type: cfg c1m2_streets.cfg (1.6 KB, 175 views)
File Type: cfg c2m1_highway.cfg (1.6 KB, 166 views)
File Type: cfg c2m2_fairgrounds.cfg (1.6 KB, 146 views)
File Type: cfg c4m1_milltown_a.cfg (1.6 KB, 162 views)
File Type: cfg c4m2_sugarmill_a.cfg (1.2 KB, 145 views)
File Type: cfg c5m2_park.cfg (1.6 KB, 161 views)
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marvel
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Old 04-05-2010 , 09:59   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #614

I added a screenie so u can see what it looks like, the guns can be picked up multiple times by anyone and with full ammo. It works with the l4d guncontrol plugin so it takes the amount of ammo if u have specified it there.
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Name:	tier2_guns_c1m1hotel.jpg
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dani1341
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Old 04-05-2010 , 12:23   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #615

marvel i tested them and they work if you could add more health packs in save rooms at start and at finish and defibs on whole map you would be the best
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Old 04-05-2010 , 12:33   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #616

Quote:
Originally Posted by dani1341 View Post
marvel i tested them and they work if you could add more health packs in save rooms at start and at finish and defibs on whole map you would be the best
Yes, that's the next step. Only that will take a lot of time because I have to edit each map to find the origins, but I will do that map by map because that's the next thing on my wish list as well
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dani1341
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Old 04-05-2010 , 12:56   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #617

ok i wish you a lot of luck
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Old 04-11-2010 , 22:51   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #618

Ok i've made the config files for spawning medkits at start. This is for every map

This is for 10vs10, if you run 8vs8 just remove 2 packs (should be easy enough). There are some maps that have 6 medkits by default, I still added 6 to that map as well, so every map has 6 kits added.

I tried to spawn them with the original ones, but because I didn't have enough space or it was a hard location like a shelve, I could not do that all the time.

I had to start each map, do trial/error on the origins so it was a lot of work. That's the reason why I didn't do additional medkits at the end of each map, it's a little pointless anyway. I will skip defibs too, they're too buggy. If you do anything with it you get all weird effects, like survivors getting defibbed while they're still alive

So please try them, if you can find any weird looking medkits, that are floating or something else weird just let me know so I can fix it. I loaded every map and checked carefully, but I still could've missed something One thing is for sure, every map has 6 extra kits.
Attached Files
File Type: rar stripper_medpacks_v0.1.rar (5.7 KB, 222 views)
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Old 04-11-2010 , 23:08   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #619

Here's a pic so you have an idea what it looks like.
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Name:	medkits.jpg
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Visual77
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Join Date: Jan 2009
Old 04-23-2010 , 13:18   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #620

Bailoplan, getting this on 1 of my linux servers after the L4D 2 update released yesterday.

:12:21 meta load addons/stripper/bin/stripper_mm_i486.so
19:12:21 Failed to load plugin addons/stripper/bin/stripper_mm_i486.so (Failed to get API).
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