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[L4D2] LAST BOSS


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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 09-19-2019 , 07:24   Re: [L4D2] LAST BOSS
Reply With Quote #141

* Converted plugin source to the latest syntax. Requires SourceMod 1.8 or newer.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_lastboss_extend.sp - 190 views - 73.4 KB)

Last edited by BloodyBlade; 02-15-2023 at 09:26. Reason: Updated syntax
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 10-18-2019 , 10:42   Re: [L4D2] LAST BOSS
Reply With Quote #142

Since this is reworked, does it qualify for re-approval?

Reason for Unapproving:
Many issues, author inactive.

Do they persist? I think this plugins sounds too much fun as being unapproved forever.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-18-2019 , 11:40   Re: [L4D2] LAST BOSS
Reply With Quote #143

ztar: Last Activity: 06-30-2011.

Author is inactive.

Suggest using Mutant Tanks plugin instead.
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DarkDeviL
SourceMod Moderator
Join Date: Apr 2012
Old 10-18-2019 , 11:59   Re: [L4D2] LAST BOSS
Reply With Quote #144

Quote:
Originally Posted by finishlast View Post
Since this is reworked, does it qualify for re-approval?

Reason for Unapproving:
Many issues, author inactive.

Do they persist? I think this plugins sounds too much fun as being unapproved forever.
If you have made a "reworked edition" of a plugin, and the author is inactive like the author of this thread appears to be (at the time of writing, no activity since July 1, 2011), you're better of creating your own thread, where it is 100% clear that it is a re-work (e.g. different edition) to avoid confusion, and like start from scratch over there in the new thread.

I'd also say that configuration variables (such as e.g. as a bare minimum with the "public" version variable (if there are any)), is also best of being rewritten to match the new name of the plugin, such as from e.g. sm_lastboss_blabla to sm_lastboss_reworked_blabla, sm_lastboss2_blabla, or whatever you decide the new one should be named, so that there aren't any conflicts between the "official" / "original", and the "fork".

Also, all the information you asked for is available, if you read this sticky about the Unapproved section.
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Last edited by DarkDeviL; 10-18-2019 at 12:00.
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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 01-15-2020 , 03:03   Re: [L4D2] LAST BOSS
Reply With Quote #145

I solved the problem, the point is global variables. now it is for me with the support of multi tanks.
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wyxls
Junior Member
Join Date: Jul 2010
Location: China
Old 02-18-2020 , 04:11   Re: [L4D2] LAST BOSS
Reply With Quote #146

Quote:
Originally Posted by Ernecio View Post
Hi All Updated under the new declarations of SourceMod 1.10, cleared all warnings of obsolete functions (SM 1.10),
Added support for Left 4 Dead 1/2
Thanks for the extend work. May i ask a question?

If I want both lastboss and your plugin work together, I should "set sm_lbex_enable_finale" to 1 and load both of them. Is that right?

By the way, I accidentally found some mistakes in your sourcecode.

1.line 230
Code:
sm_lbex_speed_type08 = CreateConVar("sm_lbex_speed_type07", 	"0.9", 	"Tank Type-08[LAZY]:Speed", FCVAR_NOTIFY);
should it be?
Code:
sm_lbex_speed_type08 = CreateConVar("sm_lbex_speed_type08", 	"0.9", "Tank Type-08[RAIBES]:Speed", FCVAR_NOTIFY);
2.line 531 & line 550 comments
Code:
/* Type-07[RABIES] */

/* Type-08[BOMBARD] */
should it be?
Code:
/* Type-08[RABIES] */

/* Type-09[BOMBARD] */

Last edited by wyxls; 02-18-2020 at 04:12.
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wyxls
Junior Member
Join Date: Jul 2010
Location: China
Old 02-21-2020 , 06:31   Re: [L4D2] LAST BOSS
Reply With Quote #147

Quote:
Originally Posted by Ernecio View Post
Here the correction of Last Boss Extended, just replace with the old version and delete the old configs file in the CFG folder.
So if i just want extend version to be enabled in the finale level, I should set
Code:
sm_lbex_enable_finale 1
sm_lastboss_enable 0
If I want to make both work just set
Code:
sm_lbex_enable_finale 0
sm_lastboss_enable 1
right?

Btw, the define message part still have a little typos. But I correct them by myself. Just remind you.

Code:
#define MESSAGE_SPAWN07	"\x03Tank \x01is approaching fast! \x04Type-07\x01[LAZY]"
#define MESSAGE_SPAWN08	"\x03Tank \x01is approaching fast! \x04Type-07\x01[RABIES]"
#define MESSAGE_SPAWN09	"\x03Tank \x01is approaching fast! \x04Type-07\x01[BOMBARD]"
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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 11-19-2020 , 12:34   Re: [L4D2] LAST BOSS
Reply With Quote #148

works with both? I have downloaded both the Last Boss Extended and the Last Boss 3.0! but I only see the Last Boss 3.0, it would be nice if it is a single Last Boss with 16 transformations
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 11-19-2020 , 12:49   Re: [L4D2] LAST BOSS
Reply With Quote #149

Quote:
Originally Posted by marki89 View Post
works with both? I have downloaded both the Last Boss Extended and the Last Boss 3.0! but I only see the Last Boss 3.0, it would be nice if it is a single Last Boss with 16 transformations
I don't think either one is fully compatible with the other. They're two separate plugins modifying the same Tanks. If you want the option to use both, I recommend using my Mutant Tanks plugin which allows you to recreate the bosses from both plugins with more options and flexibility. It is considered to be the successor for the following plugins:

Super Tanks
Last Boss
LAST BOSS EXTENDED
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 11-23-2020 , 10:40   Re: [L4D2] LAST BOSS
Reply With Quote #150

Quote:
Originally Posted by CrAzYno0oB View Post
I use both mutant tank and last boss 3.0, it would be great if can spawn 2 tank simultaneously at finale
Have you tried cravenge's Multi-Tanks plugin? Alternatively, Mutant Tanks also has a "Finale Waves" setting that allows you to decide how many Tanks to spawn for each wave.
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