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[L4D2] Routing (Dynamic Paths)


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GanjaStar
Senior Member
Join Date: Jun 2009
Old 05-06-2010 , 17:56   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #11

wow, installing this on my server as soon as possible. sinc i never really played campaign, i dont ven know the extent of possible dynamci pathing. is it possible on mevery map or just a select few? im so excited lol!
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untalented893
Senior Member
Join Date: Oct 2009
Old 05-06-2010 , 18:03   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #12

Glad to see it got it's own thread. Definitely deserves one Atomic. I know in the previous thread you were talking about making the plugin choose paths based on the points of the teams. Is this still a future feature, or have you scrapped that?

BTW: Forcing paths on the mall causes the alarm to not go off. The paths are still open and accessible but the alarm will not sound and therefore no zombies. Also, both lower escalators aren't forced all the time on hard.

Last edited by untalented893; 05-06-2010 at 18:16.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 05-06-2010 , 18:54   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #13

what is this file doing in your stripper cfg's

l4d_garage02_lots.cfg

is that a leftover from ydiss's l4d 1 pro maps lol
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-06-2010 , 19:19   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #14

07.05.2010 - fixed both lower escalators not always spawning, C1M3_Mall


What path were you on when the alarm didnt trigger? Did you override?
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untalented893
Senior Member
Join Date: Oct 2009
Old 05-06-2010 , 19:27   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #15

Yes. I used forcepath medium from hard and the alarm didn't trigger, but I've noticed this with forcing other paths as well. Although it seems as if done early enough this won't happen. Perhaps the path has to be set in stone by the time the director would have chosen which path to use?


EDIT: I also noticed that sometimes the glass from the lower escalators is still there, you can still break it to go down the escalators, it's just annoying. You may want to add this code just to make sure the glass is gone.

PHP Code:
Filter:

;
Removes glass from spawned escalator 1 
"origin" "2147.62 -2589.29 305" 
"classname" "func_breakable" 
"hammerid" "8568399" 


;
Removes glass from spawned escalator 2 
"origin" "636.89 -4098.62 305" 
"classname" "func_breakable" 
"hammerid" "8566966" 

I also like this escalator path most for the hard option. Random sometimes makes this more like a medium path

PHP Code:
"OnTrigger" "relay_elevator_path_05Trigger0-1" 
Double edit: Nope, I just forced hard path from medium after the plugin fired and now both paths are blocked. Forcing the hard path a second time will open up the toy store path, but no alarm will sound when the glass is broken. On the bright side, both escalators are spawning

Last edited by untalented893; 05-06-2010 at 19:39.
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 05-06-2010 , 19:31   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #16

I support this plugin!

Saw it in action, it was epic.
Even better when it turns into survival vs. due to missing escalator!
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 05-06-2010 , 22:20   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #17

Quote:
Originally Posted by Gunblazer 42 View Post
Is the routing the same for both teams? Will both get easy or normal or hard, or will one get, say, normal and the other get the hard path?
Yes, routing is same for both teams, as the props are only spawned once during the initial setup, and remain there till the map changes.

Loving this plugin btw, brings much more joy to the game and increased replay value. I hope to see more development and changes in the maps! *crosses fingers*

Last edited by iNFiNiTeX; 05-06-2010 at 22:25.
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untalented893
Senior Member
Join Date: Oct 2009
Old 05-06-2010 , 22:32   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #18

Quote:
Originally Posted by iNFiNiTeX View Post
Loving this plugin btw, brings much more joy to the game and increased replay value. I hope to see more development and changes in the maps! *crosses fingers*
I have a cfg file for every map and they have custom dynamic paths. I may upload the cfgs at some point. A nice example is the hard path on the mall. That was my setup with the fences forcing you down and back up. I have every campaign except swamp fever, not a fan of that one. Anyway, perhaps I will upload my cfgs sometime in the future
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 05-06-2010 , 23:39   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #19

Quote:
Originally Posted by iNFiNiTeX View Post
value. I hope to see more development and changes in the maps! *crosses fingers*
this. played dead center and parish and it was like we played new maps almost. definitely looking forward to every map beeing dynamic sometimes in the future.

even swamp fever. Don't understand the hate for that campaign


EDIT: can we please get a cvar to hide the on screen announcment or do only admins see those?

Last edited by GanjaStar; 05-06-2010 at 23:54.
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dani1341
BANNED
Join Date: Feb 2010
Old 05-07-2010 , 00:44   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #20

Again problem with The Mall -.- The medium path when u open the door , where normally starts alarm , this time no alarms -.-
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