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[L4D2] Footlocker Spawner (1.10.3) [14-Aug-2018]


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JoBarfCreepy
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Join Date: Feb 2011
Location: Next to Sweden and Norwa
Old 05-20-2011 , 16:48   Re: [L4D2] Footlocker Spawner (1.01 - 17-May-2011)
Reply With Quote #11

Fan-Tastic... There is only 2 bugs.
1: Spawning a Locker, deleting it without sm_lockerdel will make it inremovable.
2: 'ZOMG GONA SPWN A LOKR HRERE!!11' And next round, the locker is there (YAY), walks closer, no glow... In other words, after the round ended, I am unable to open teh lockers. (EDIT! Fixed, I am using a executable file to remove func_buttons, unawre this plugin used func_button to open lockers.)


A suggestion: Could you make this compitable with the Backpack mod? If I take a boomer bile, then a molotov and take the same molotov again, it's gone.


- Thanks.

Last edited by JoBarfCreepy; 05-21-2011 at 11:19.
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Silvers
AlliedModders Donor
Join Date: Aug 2010
Location: SpaceX
Old 05-20-2011 , 18:41   Re: [L4D2] Footlocker Spawner (1.01 - 17-May-2011)
Reply With Quote #12

Do not spawn temporary lockers in Hard Rain, it says above. Also only use sm_lockerdel to remove it, the locker consits of many entities and the command removes all.


Quote:
Originally Posted by songpal View Post
good plugin, i like it.
I have suggestions.
My idea
I wanted it to random items all gun weapons and all melee weapon and extra infection.
Hope that the plugin next version., Will be a modify good.

Quote:
Originally Posted by Silvers View Post
  • Specify which items can spawn and how many. No support for other items or weapons. Please do not request.
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-20-2011 , 21:20   Re: [L4D2] Footlocker Spawner (1.01 - 17-May-2011)
Reply With Quote #13

Quote:
Originally Posted by songpal View Post
good plugin, i like it.
I have suggestions.
My idea
I wanted it to random items all gun weapons and all melee weapon and extra infection.
Hope that the plugin next version., Will be a modify good.

Add Item List
first_aid_kit, defibrillator, gascan, oxygentank, propanetank, upgradepack_explosive, upgradepack_incendiary

Gun Weapons List
autoshotgun, gnome, grenade_launcher, hunting_rifle, pistol, pistol_magnum, pumpshotgun, rifle, rifle_ak47, rifle_desert, rifle_sg552, shotgun_chrome, shotgun_spas, smg, smg_mp5, smg_silenced, sniper_awp, sniper_military, sniper_scout, M60

Melee Weapon List baseball_bat, cricket_bat, crowbar, electric_guitar, fireaxe, frying_pan, katana, machete, tonfa, knife, cola_bottles, golfclub, chainsaw

Add Special Zombie List Mod Zombie, boomer, hunter, smoker, spitter, jockey, charger

uncommon Infected
riot, ceda, clown, mud, roadcrew, jimmy, fallen

Specify which items can spawn and how many. No support for other items or weapons. Please do not request.

lol
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Silvers
AlliedModders Donor
Join Date: Aug 2010
Location: SpaceX
Old 05-22-2011 , 16:27   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #14

Updated: 1.1
- Added cvar "l4d2_footlocker_timed" to set how many seconds it takes to open a footlocker.

Thanks to alexip121093 for the idea on this one. Setting anything above 0 will display a progress bar when opening the locker for the specified amount of time in seconds.



EDIT: @below, a timed thing for the Jukebox, WHAT THE HELL?
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Last edited by Silvers; 05-23-2011 at 08:54.
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xindong
Member
Join Date: Dec 2010
Old 05-23-2011 , 02:15   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #15

The great l4d2_footlocker_timed update.
Just box can slowly opened?
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-23-2011 , 04:51   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #16

Yes , but you should edit the code yourself.

Slivers probably will not add it
it is pointless on a jukebox
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Last edited by alexip121093; 05-23-2011 at 04:54.
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xindong
Member
Join Date: Dec 2010
Old 05-24-2011 , 07:07   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #17

Fireworks could take out?
Because many survivors to handling Fireworks, cause we hurt.
Pain Pills and Adrenaline could consider it in set within l4d2_footlocker_total?

Last edited by xindong; 05-24-2011 at 07:08. Reason: sorry
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alexip121093
Senior Member
Join Date: Dec 2009
Location: Hong Kong
Old 05-24-2011 , 22:50   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #18

Quote:
Originally Posted by xindong View Post
Fireworks could take out?
Because many survivors to handling Fireworks, cause we hurt.
Pain Pills and Adrenaline could consider it in set within l4d2_footlocker_total?
you mean disable fireworks in footlocker
then
set footlocker_types "63" to footlocker_types "31"
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Last edited by alexip121093; 05-24-2011 at 22:54.
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TOP-ic
Junior Member
Join Date: Mar 2010
Location: Russia Saint-Petersburg
Old 05-27-2011 , 08:36   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #19

L 05/27/2011 - 16:13:26: SourceMod error session started
L 05/27/2011 - 16:13:26: Info (map "c1m1_hotel") (file "errors_20110527.log")
L 05/27/2011 - 16:13:26: [SM] Native "HookSingleEntityOutput" reported: Entity Outputs are disabled - See error logs for details
L 05/27/2011 - 16:13:26: [SM] Displaying call stack trace for plugin "l4d2_footlocker.smx":
L 05/27/2011 - 16:13:26: [SM] [0] Line 564, ...\left4dead2\left4dead2\addons\sourcemod\sc ripting\l4d2_footlocker.sp::CreateLocker()
L 05/27/2011 - 16:13:26: [SM] [1] Line 357, ...\left4dead2\left4dead2\addons\sourcemod\sc ripting\l4d2_footlocker.sp::LoadFootlockers()
L 05/27/2011 - 16:13:26: [SM] [2] Line 244, ...\left4dead2\left4dead2\addons\sourcemod\sc ripting\l4d2_footlocker.sp::tmrStart()
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Optics233
Member
Join Date: Nov 2010
Old 05-28-2011 , 13:34   Re: [L4D2] Footlocker Spawner (1.1 - 22-May-2011)
Reply With Quote #20

Neat little plugin.

By default it won't auto-place lockers on any maps, correct? I would have to place and save them or edit the cfg file manually right? I don't want any lockers auto placed, I just want this plugin for the occasional messing around - to spawn a locker here and there.
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