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Stripper:Source (Updated 2011-04-15)


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Rommel
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Join Date: Jul 2006
Old 07-24-2006 , 20:25   Re: Stripper:Source
Reply With Quote #111

Quote:
Originally Posted by WW2
Question: Ok a bit confused here, I just read about the stripper 2 utility, correct me if I'm wrong, but this is for Source, not Half life 1 and mods. We have MM 1.28-p in, is this compatable to use with that and HL1 mods?

Also I am looking to port maps from CS to DoD 1.3, and need to "add" trigger_hurt zones "where ever" I need them, for proper spawn protection, can this be done with this utillity?

I believe they are brush based ents, and so far there is nothing that can "add" brush based ents where you need them, without recompile, unless you use existing trigger multiples in CS maps, and edit them with a BSP editor, but it breaks that brushes function, and its function (play a .wav) will no longer work after changing it to a trigger_hurt.

The regular Stripper does not allow "adding" of extra entities, just editing them I believe.
What I did back in stripper2 days to add spawn protection was to find a model (brush, i.e. "model" "*50")

Here is an example from an old stripper2 file I made...

}
"origin" "-1104 -2928 48"
"model" "*50"
"damagetype" "131072"
"dmg" "25"
"classname" "trigger_hurt"
}

I used a program back in pre-source days to find the brush I wanted and the model number it used. I know there is a way in source but I forget how at the moment...

Oh BTW, there is a func_team_wall entity you can use, works in DOD:S not sure about CS:S as I don't have it. It only allows one team though.

Works like this...
{
"classname" "func_team_wall"
"blockteam" "2"
"origin" "-1059 209 453"
"mins" "-200 -200 -200"
"maxs" "200 200 400"
}

For CSS might try team 1 or 2...in dods it is 2 and 3 so might be that in css if it works.

Anyways you pick a place there you want it then for the mins you specify how far in a direction you want it to go. Same for max...
The mins have to have a - sign in front of the number or the whole thing fails, the max must be positive.

Example...
The top image is a view from above, The origin is at the base of the arrow the arrow points the way the the entity is pointing.
The Bottom is from the side to show height, the center is where the two colors meet.

{
"classname" "func_team_wall"
"blockteam" "2"
"origin" "x y z"
"mins" "-x -y -z"
"maxs" "x y z"
}


Anyways, now that I have shared a old secret of mine along with a new tip will somebody help me?

I installed Metamod:Source 1.23, Stripper:Source 1.01, and Mani 1.2 beta N Metamod version (DOD:S).

Metamod works, I type meta and it brings up the list of stuff.
Mani Works.
I type, meta list, and stripper is listed as running.

Yet when I put a known stripper config (rats) in my /addons/stripper/maps/ folder for dod_avalanche it doesn't work.

I tried it in both listenserver and dedicated server.
I've also tried disabling mani and just run meta and stripper but meta says stripper is still working.

Help.

Last edited by Rommel; 07-25-2006 at 13:52.
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de_MarK
New Member
Join Date: Aug 2006
Old 08-08-2006 , 03:23   Problem with Stripper and a logaddress_add command
Reply With Quote #112

I've probably found an issue with Stripper. When I've tried to configure my server to work with HLstatsX, a server was crashing all time with a 'broken pipe' message if a logaddress_add command (needed for HLstatsX) was added to server.cfg or autoexec.cfg file. Disabling a Stripper resolved a problem.
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kingpin
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Join Date: Apr 2004
Location: kpsforum.com
Old 08-08-2006 , 14:31   Re: Stripper:Source
Reply With Quote #113

I use hlstatsx and stripper they work fine alongside (on linux cs:s)
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de_MarK
New Member
Join Date: Aug 2006
Old 08-09-2006 , 03:43   Re: Stripper:Source
Reply With Quote #114

Unfortunately it doesn't work on linux hl2dm with hlstatsx. At least not on my box.
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BAILOPAN
Join Date: Jan 2004
Old 08-17-2006 , 00:31   Re: Stripper:Source (Updated, 1.1 Released)
Reply With Quote #115

I have released a new version of Stripper:Source. It requires Metamod:Source 1.3 which was released earlier this evening.

It adds a feature request from Paegus which adds much more flexible syntax. You can now search for entity properties and replace/insert/delete depending on what you find.

Visit http://www.bailopan.net/stripper/ for a more in-depth look. There's an example provided which lets you replace all garbage cans with hostages.

Changelog:
Code:
2006/08/15 - Version 1.1
	- Now requires Metamod:Source 1.3.
	- Added new syntax for more flexible entity modification.
	- Improved load-time performance.
	- Fixed long paths being chopped off.
	- Cleaned up source code and updated to PCRE 6.7.
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dbase
New Member
Join Date: Aug 2006
Old 08-18-2006 , 06:28   Re: Stripper:Source (Updated, 1.1 Released)
Reply With Quote #116

I have been playing with Stripper setup on a local Linux server. I am wondering how I can remove light from various spots. I would like to remove a bunch from office. I have tried the filter command on several light classes from the dump, but the are still there.
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Join Date: Jan 2004
Old 08-18-2006 , 12:47   Re: Stripper:Source (Updated, 1.1 Released)
Reply With Quote #117

Do you mean that they're still there, as in, when you dump again you see the properties not removed?

Show what your configuration settings and what the actual props look like in the dump file.
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DeaD_EyE82
AlliedModders Donor
Join Date: Jan 2006
Location: Germany
Old 08-18-2006 , 14:40   Re: Stripper:Source (Updated, 1.1 Released)
Reply With Quote #118

I'm using now mm:s 1.3 and stripper:source 1.1
nothing works with the same configuration.
I cant ramove phys_props and weapons.

I need this for GunGame. Look at http://forums.mattie.info/cs/forums/...pic.php?t=7171

Last edited by DeaD_EyE82; 08-18-2006 at 14:44.
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Dag
Member
Join Date: Feb 2005
Old 08-18-2006 , 20:31   Re: Stripper:Source (Updated, 1.1 Released)
Reply With Quote #119

not working with my map cfgs anymore

Here an example:

filter:
{
"model" "*2"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disablereceiveshadows" "0"
"disableshadows" "0"
"speed" "100"
"wait" "4"
"lip" "0"
"dmg" "0"
"forceclosed" "0"
"health" "0"
"locked_sentence" "0"
"unlocked_sentence" "0"
"loopmovesound" "0"
"angles" "0 0 0"
"distance" "90"
"solidbsp" "0"
"spawnflags" "1024"
"origin" "702 136 124"
"noise1" "doors/door_metal_thin_open1.wav"
"classname" "func_door_rotating"
}
{
"model" "*3"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disablereceiveshadows" "0"
"disableshadows" "0"
"speed" "100"
"noise1" "doors/door_metal_thin_open1.wav"
"wait" "4"
"lip" "0"
"dmg" "0"
"forceclosed" "0"
"health" "0"
"locked_sentence" "0"
"unlocked_sentence" "0"
"loopmovesound" "0"
"angles" "0 0 0"
"distance" "90"
"solidbsp" "0"
"spawnflags" "1024"
"origin" "702 8 124"
"classname" "func_door_rotating"
}
{
"model" "*14"
"targetname" "door_1"
"noise1" "doors/default_move.wav"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disablereceiveshadows" "0"
"disableshadows" "0"
"speed" "100"
"wait" "4"
"lip" "0"
"dmg" "0"
"forceclosed" "0"
"health" "0"
"locked_sentence" "0"
"unlocked_sentence" "0"
"loopmovesound" "0"
"angles" "0 0 0"
"distance" "90"
"solidbsp" "0"
"spawnflags" "1024"
"origin" "-92 2182 288"
"classname" "func_door_rotating"
}
{
"model" "*16"
"renderfx" "0"
"rendermode" "0"
"renderamt" "255"
"rendercolor" "255 255 255"
"disablereceiveshadows" "0"
"disableshadows" "0"
"speed" "100"
"noise1" "ambient/materials/squeekyfloor1.wav"
"wait" "4"
"lip" "0"
"dmg" "0"
"forceclosed" "0"
"health" "0"
"locked_sentence" "0"
"unlocked_sentence" "0"
"loopmovesound" "0"
"angles" "0 0 0"
"distance" "90"
"solidbsp" "0"
"spawnflags" "1024"
"origin" "-861 896 122"
"targetname" "gate_1"
"classname" "func_door_rotating"
}

Last edited by Dag; 08-18-2006 at 20:51.
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Dag
Member
Join Date: Feb 2005
Old 08-18-2006 , 21:37   Re: Stripper:Source (Updated, 1.1 Released)
Reply With Quote #120

Based on the new advanced/filtering , should I be using "delete" instead of "filter" ?
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