Quote:
Originally Posted by Spirit_12
I had the grab code in my version. Your credits indicate it is a fork of my version, so unless you removed the code the following commands should still be there.
Code:
- sm_spawnprop - Spawns an object with the given information
- sm_savemap - Save all the spawned object in a stripper file
- sm_grabprop - Grabs the last object to move it
- sm_grablook - Grabs the looking object to move it
- sm_prop_rotate - Rotates the last spawned object with the desired angles
- sm_prop_removelast - Remove last spawned object
- sm_prop_removelook - Remove the looking object
- sm_prop_removeall - Remove all objects
- sm_prop_move - Move an object with the desired movement type
- sm_prop_setang - Forces an object angles
- sm_prop_setpos - Sets the last object position
- sm_debugprop - Enable/Disable Debug
- sm_spload - Load specific map
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The comment I made at that time I think was based off of a few things that were off & I didn't update the comment last time I changed the file I was posting. So I did update my fork & add my name but didn't fix my comment in this thread that I hadn't put my name in. That was my bad.
The code had grab shown but I didn't see a command for it in menu, I didn't think to just use chat
. I had d/led it via the git hub HarryPotter posted that had a compilation of files. The code I currently have, I added grab to the menu system. That said I noticed it had some weird issues regarding how it positions things when grabbing them. I'm hoping you could figure them out.
There is weirdness with the Y axis. When you grab something it visually drops the object MUCH lower than where during the entire time you are holding it. I.E. It's not centered on your crosshair. The Y axis does not seem to be saved either. So even if you move the object waaaay up it snaps back to aproximately where it used to be on the Y axis. The X axis works fine. However there is a rotation issue, but that's a minor one. Since you can move and turn while holding something the plugin remembers the old angle. When you edit the angle (via admin menu) it edits it relative to it's old position. This means even a 1 point X axis turn will snap back to whatever it's old rotation was.
It'd be nice if whatever you have grabbed became the "highlighted/last" object. Or if there was a way to highlight whatever you were looking at as "last object". That way you could use the admin menu to tweak several objects. Like you spawn 3 things but you're not happy with the first one so you say "select look" that lets you use the edit feature to rotate/shift that object rather than whatever you last spawned.
On to other "look" issues: the plugin can't "see" any object that naturally has no collision. So if you do something like spawn grass the only way to delete it is to "delete last". I don't know how you'd fix that since I'm guessing you need collision for the look command to even work.
When I type !sm_debugprop all that seems to happen is it prints "l4d2_spawn_props_prop" not sure why.
Here are some changes I've made to the plugin compared to your original:
1. A LOT of new props & new sub-menus (I prob could organize them a bit better, and there may be few a with tag errors or poor descriptions)
2. "Grab Object/Release" is now in admin->spawn objects->edit
3. The random route spawn stuff has added "&& g_bMapStarted". This is a fix that was posted earlier in this thread because although you had !g_bLoaded it would try to automatically spawn props too early and fail because & it threw out an issue of map hasn't loaded. Honorcode posted a fix to this that I added to the fork I had.
4. On the SavePluginsProps I added "realism" to the init file created as that game mode wasn't supported unless manually entered into the init file.
Wish there was some easy way to like combine your code with the one posted earlier by xio that has the ability to spawn some light sources / etc. I'd use their plugin but I muuuuch prefer the way you have yours setup for spawning props since it's in the admin menu, remembers your last window, and easier position editing using the buttons to do X+1/+10/+15/etc. Much more efficient.
I'm using this to create A LOT of paths on my server. Basically I create little sections that can spawn, then I create combinations. So like "Path A can be blocked" is one route "Path B can be blocked" "Path A & B can be blocked" to make it a bit more like how the AI Director works. Thanks for your hard work, had I had to do this with like xios plugin or via some other method I'd probably not bother since it's so much less efficient. I'm pretty happy with what I have even if I don't have the lights / item spawn / ladders / prop colors / car alarms as something that can load via the random pathing I get 95% of stuff I'm looking for & I'm not missing anything I'd NEED, just extra fluff that'd be nice. Like having a delicious donut but maybe it didn't have sprinkles.
Update edit: Fixed an issue with the menu categories where "Pipes" & "Skybox" were not given correct category values resulting in issues spawning items while staying in the same menu. (You'd select BodiesGeneric and get Pipes for example)