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[L4D & L4D2] Health Cabinet (1.12) [23-Apr-2022]


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matrixmark
Senior Member
Join Date: Jun 2010
Old 06-03-2012 , 03:42   Re: [L4D & L4D2] Health Cabinet (1.5) [01-Jun-2012]
Reply With Quote #21

Loving the glow feature on LFD2 but I was just wondering.

When we save a cab to the config would it be possible to also make it save the fact glow was turned on... so when map starts in the future that cab is glowing. Currently I have to keep turning glow on, on map start to make them glow.

Not a big deal just wondering if you might look into it ? :beg:

I am also getting this error in console:

Code:
L 06/03/2012 - 07:49:38: [SM] Native "PrintToChat" reported: Client index 0 is invalid L 06/03/2012 - 07:49:38: [SM] Displaying call stack trace for plugin "l4d_cabinet.smx": L 06/03/2012 - 07:49:38: [SM]   [0]  Line 1059, l4d_cabinet.sp::CmdCabinetGlow()
Running current release versions of sm and mm on linux L4D 2 server.

Last edited by matrixmark; 06-03-2012 at 03:53.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-03-2012 , 11:19   Re: [L4D & L4D2] Health Cabinet (1.5) [01-Jun-2012]
Reply With Quote #22

No, just increase the range... You want glow visible from wherever you ware on the map or what? The command is simply there for seeing where they are when placing cabinets, not for game play.
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matrixmark
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Join Date: Jun 2010
Old 06-03-2012 , 17:32   Re: [L4D & L4D2] Health Cabinet (1.5) [01-Jun-2012]
Reply With Quote #23

Quote:
Originally Posted by Silvers View Post
No, just increase the range... You want glow visible from wherever you ware on the map or what? The command is simply there for seeing where they are when placing cabinets, not for game play.
Its ok forget that lol its fine as is... what about that error though?
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 06-05-2012 , 00:36   Re: [L4D & L4D2] Health Cabinet (1.5) [01-Jun-2012]
Reply With Quote #24

Quote:
Originally Posted by matrixmark View Post
Its ok forget that lol its fine as is... what about that error though?
Fixed.
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matrixmark
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Join Date: Jun 2010
Old 06-05-2012 , 03:59   Re: [L4D & L4D2] Health Cabinet (1.5.1) [05-Jun-2012]
Reply With Quote #25

Thanks for the fix Silvers

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The 5th Survivor
Senior Member
Join Date: Mar 2012
Old 06-05-2012 , 11:42   Re: [L4D & L4D2] Health Cabinet (1.1) [31-Dec-2011]
Reply With Quote #26

Quote:
Originally Posted by Marcus101RR View Post
The cabinets in l4d only carry pills or a medkit. That is why, if you want extra item spawns, use stripper.

What is this stripper he is referring to? Does it allows you to spawn and save items/infected through a map just like how you can spawn and save health cabinets with this plugin?





Quote:
Originally Posted by Marcus101RR View Post
sm_cabinetdel - It doesn't delete it from the config...
&
Quote:
Originally Posted by Silvers View Post
Marcus is right the current version is broken as I've not bothered to upload 20 plugin updates. It should and does delete from the config but not always. Will upload one day.
Been playing around with this (versions 1.4 and 1.5) and that seems to be the only issue with the plugin. You can use sm_cabinetdel to remove any cabinet, but it doesn't always delete it from the config file (sometimes it does though). The command sm_vendordel for your Health Vending Machines plugin does remove and delete from the config (if it saved in the config) every time. Maybe you can compare the two and see what's causing sm_cabinetdel to not always remove from the config file. Not really a big deal though because if anyone really needs to remove a cabinet they can manually delete it from the config file. Great plugin though

Edit:
Just found something else with this plugin installed. If all players are idle and get kick by the console, the server will not read any CFG file in the CFG\Sourcemod folder when another player joins the server. The only fix I manage to do was either reset the server or reinstall the plugin and restart the server anyway. I tested it multiple times with the same results. If I remove this plugin, none of that happens. The Health Vending Machine plugin practically works the same way as this plugin and it doesn't cause that. Any ideas?

Last edited by The 5th Survivor; 06-05-2012 at 18:40.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-06-2012 , 01:51   Re: [L4D & L4D2] Health Cabinet (1.1) [31-Dec-2011]
Reply With Quote #27

Quote:
Originally Posted by The 5th Survivor View Post
Been playing around with this (versions 1.4 and 1.5) and that seems to be the only issue with the plugin. You can use sm_cabinetdel to remove any cabinet, but it doesn't always delete it from the config file (sometimes it does though). The command sm_vendordel for your Health Vending Machines plugin does remove and delete from the config (if it saved in the config) every time. Maybe you can compare the two and see what's causing sm_cabinetdel to not always remove from the config file. Not really a big deal though because if anyone really needs to remove a cabinet they can manually delete it from the config file. Great plugin though

Edit:
Just found something else with this plugin installed. If all players are idle and get kick by the console, the server will not read any CFG file in the CFG\Sourcemod folder when another player joins the server. The only fix I manage to do was either reset the server or reinstall the plugin and restart the server anyway. I tested it multiple times with the same results. If I remove this plugin, none of that happens. The Health Vending Machine plugin practically works the same way as this plugin and it doesn't cause that. Any ideas?
1.5 the delete works. I cannot replicate your problem, you sure you tried with 1.5? Tell me how to replicate...

The configs I highly doubt is this plugin, most likely due too many cvars/cvar configs/Battle-RPG and the likes which have many cvars. I have not had a single problem such as you described, and under the same circumstances.
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The 5th Survivor
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Join Date: Mar 2012
Old 06-07-2012 , 17:08   Re: [L4D & L4D2] Health Cabinet (1.1) [31-Dec-2011]
Reply With Quote #28

Quote:
Originally Posted by Silvers View Post
1.5 the delete works. I cannot replicate your problem, you sure you tried with 1.5? Tell me how to replicate...

The configs I highly doubt is this plugin, most likely due too many cvars/cvar configs/Battle-RPG and the likes which have many cvars. I have not had a single problem such as you described, and under the same circumstances.

Yes it was 1.5. I don't remember exactly what I did but it happened on the finale of Blood Harvest where I tried to delete one and it wouldn't delete it from the config. I'll play around more with it and see if I can replicate it.

What is battle RPG? I don't have that, but I do have a lot of plugins now. It seems KrX's Survivor Upgrades doesn't like your plugin. But even then, if players go idle, what I mentioned above happens. I can even type /cabinetlist and I get 0, until I either reset the server or reinstall the plugin.
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matrixmark
Senior Member
Join Date: Jun 2010
Old 06-26-2012 , 02:36   Re: [L4D & L4D2] Health Cabinet (1.5.1) [05-Jun-2012]
Reply With Quote #29

Hey Silvers,

Checked my logs last night and getting a few errors... not sure they are actually causing any issues (not noticed any) but still, I thought I would ask your opinion.

Code:
L 06/25/2012 - 08:16:07: SourceMod error session started
L 06/25/2012 - 08:16:07: Info (map "c3m1_plankcountry") (file "errors_20120625.log")
L 06/25/2012 - 08:16:07: [SM] Native "UnhookEvent" reported: Game event "round_start" has no active hook
L 06/25/2012 - 08:16:07: [SM] Displaying call stack trace for plugin "l4d_cabinet.smx":
L 06/25/2012 - 08:16:07: [SM]   [0]  Line 382, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104644.attach::UnhookEvents()
L 06/25/2012 - 08:16:07: [SM]   [1]  Line 292, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104644.attach::IsAllowed()
L 06/25/2012 - 08:16:07: [SM]   [2]  Line 231, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104644.attach::ConVarChanged_Allow()
L 06/25/2012 - 08:16:10: Error log file session closed.
L 06/25/2012 - 10:20:21: SourceMod error session started
L 06/25/2012 - 10:20:21: Info (map "c1m1_hotel") (file "errors_20120625.log")
L 06/25/2012 - 10:20:21: [SM] Native "UnhookEvent" reported: Game event "round_start" has no active hook
L 06/25/2012 - 10:20:21: [SM] Displaying call stack trace for plugin "l4d_cabinet.smx":
L 06/25/2012 - 10:20:21: [SM]   [0]  Line 382, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104644.attach::UnhookEvents()
L 06/25/2012 - 10:20:21: [SM]   [1]  Line 292, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104644.attach::IsAllowed()
L 06/25/2012 - 10:20:21: [SM]   [2]  Line 231, /home/groups/alliedmodders/forums/files/8/5/7/7/8/104644.attach::ConVarChanged_Allow()
L 06/25/2012 - 10:20:24: Error log file session closed.
My sm and mm versions :

07:37:00 Metamod:Source version 1.8.7
Build ID: 772:99b7a0a11fec
Loaded As: Valve Server Plugin
Compiled on: Jun 23 2011
Plugin interface version: 15:14
SourceHook version: 5:5
http://www.metamodsource.net/

07:37:48 SourceMod Version Information:
SourceMod Version: 1.4.3
SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.4.3)
SourcePawn API: v1 = 4, v2 = 3
Compiled on: Jun 9 2012 17:26:17
Build ID: 3505:608f4c94872e
http://www.sourcemod.net/

thanks for looking :)

Last edited by matrixmark; 06-26-2012 at 02:39.
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PAL-18
AlliedModders Donor
Join Date: Jul 2010
Old 08-22-2012 , 19:21   Re: [L4D & L4D2] Health Cabinet (1.5.1) [05-Jun-2012]
Reply With Quote #30

I'm having a problem too (L4D2). When players connect, only a few of the cabinets i have configured actually display. When the server empties and players connect again, less and less cabinets display until none display at all.

Last edited by PAL-18; 08-22-2012 at 19:21.
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