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[L4D & L4D2] Missile System


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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 10-25-2010 , 06:19   Re: [L4D & L4D2] Missile System
Reply With Quote #41

l4d_missile_tracefactor "1.5" What is this for ? What happens if I change it to 3.0 ?
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blackalegator
Member
Join Date: Jan 2010
Old 10-30-2010 , 01:29   Re: [L4D & L4D2] Missile System
Reply With Quote #42

Hey panxiaohai! One more great plugin)) Ciuld u just add a gametype checker... Thank you
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panxiaohai
Senior Member
Join Date: Mar 2010
Old 10-30-2010 , 10:31   Re: [L4D & L4D2] Missile System
Reply With Quote #43

Thank you , I will update it later.
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 12-04-2010 , 19:10   Re: [L4D & L4D2] Missile System
Reply With Quote #44

Still too many crashes on 10vs10, I already reduced max. amount of missiles to 3, but if 5 players shoot all missiles they´ve got in the same moment the server cannot handle this and crashes. Even allowing missiles for only 1 weapon class is of no use because still 4-5 players collect missiles and often fire them at the same time --> crash. Maybe this works for vanilla 4vs4 or coop but I always had problems with 18vs and 20vs. I have no clue where the error lies in, maybe the particle effects are too much for the engine to handle. The super boomer plugin has adjustable particle cvars and also the programmer warned to be careful as clients might crash in case you use fierce effects. Even the lags when shooting a missile after some time when no missiles were fired still persist. Then the whole server lags for all players for 1-2 seconds. Since I took it off the servers run fine over 24h hours.
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T_Virus
Junior Member
Join Date: Nov 2010
Old 12-05-2010 , 09:28   Re: [L4D & L4D2] Missile System
Reply With Quote #45

Has anyone had this problem? Missle system stopped working on my 2 l4d servers. tried deleting plugings and redownloading new one. still not working. Any one have any ideas?
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Zbeer
SourceMod Donor
Join Date: Aug 2010
Old 07-10-2011 , 11:40   Re: [L4D2] Missile System
Reply With Quote #46

Well, I think that "Tracking missiles" are too much overpowered.
Would be nice a var to enable/disable missiles modes.

I found a little bug too.
l4d_missile_kills was set to "3" and killing just one ifected I was rewarding missiles.
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RAPTORMOOSE
Member
Join Date: Sep 2011
Location: California
Old 09-13-2011 , 15:46   Re: [L4D2] Missile System
Reply With Quote #47

I like this plugin. Keep up the good work, panxiaohai! Yet another great plugin!

Last edited by RAPTORMOOSE; 09-15-2011 at 12:59.
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RAPTORMOOSE
Member
Join Date: Sep 2011
Location: California
Old 09-17-2011 , 16:30   Re: [L4D & L4D2] Missile System
Reply With Quote #48

Quote:
Originally Posted by T_Virus View Post
Has anyone had this problem? Missle system stopped working on my 2 l4d servers. tried deleting plugings and redownloading new one. still not working. Any one have any ideas?
Go to your cfg/sourcemod directory. Then edit the Missile plugin's cvars and you'll see, by default, only the Deagle (Magnum Pistol/ Desert Eagle) can launch missiles. You can open it and put in these cvars: // enable or disable for magnum {0, 1}
// -
// Default: "1"
l4d_missile_weapon_magnum "1"

// enable or disable for rifle {0, 1}
// -
// Default: "0"
l4d_missile_weapon_rifle "1"

// enable or disable for shotgun {0, 1}
// -
// Default: "0"
l4d_missile_weapon_shotgun "1"

// enable or disable for sniper {0, 1}
// -
// Default: "0"
l4d_missile_weapon_sniper "1"
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 11-08-2011 , 11:54   Re: [L4D2] Missile System
Reply With Quote #49

Cool plugin, I use it since the day you published it here
I have some questions:
1. What does "trace factor" cvar do?
2. Why does the amount of missiles decrease, although I see the message "not enough space..."? The code does not allow launch of missile because of a lack of space but it acts as if the missile was launched and instead of 3 missiles I only have 2 then.
3. I had to reduce max amount of missiles to "1" and increase kills value to 60. Otherwise everyone uses missiles and the server would crash constantly.
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panxiaohai
Senior Member
Join Date: Mar 2010
Old 11-12-2011 , 16:08   Re: [L4D2] Missile System
Reply With Quote #50

Quote:
Originally Posted by Skorpion1976 View Post
Cool plugin, I use it since the day you published it here
I have some questions:
1. What does "trace factor" cvar do?
2. Why does the amount of missiles decrease, although I see the message "not enough space..."? The code does not allow launch of missile because of a lack of space but it acts as if the missile was launched and instead of 3 missiles I only have 2 then.
3. I had to reduce max amount of missiles to "1" and increase kills value to 60. Otherwise everyone uses missiles and the server would crash constantly.
Thank your reply.

I have rewrited some of the code and played it with 6 people more than 8 hours, never crashed, please try the new version, If it have some problem please tell me.

"trace factor" is the tracking capability, do not need modify.

"not enough space..." have been fixed.
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