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[L4D & L4D2] Mission and Weapons - Info Editor (1.25) [25-Oct-2023]


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 12-30-2021 , 07:01   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #151

Overrides the games stock melee weapons, but adds the maps own new 3rd party melee weapons.
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NoroHime
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Old 12-30-2021 , 18:06   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #152

Quote:
Originally Posted by Silvers View Post
Overrides the games stock melee weapons, but adds the maps own new 3rd party melee weapons.
oh yes that good,im completely turn my vpk scripts to this plugins
i used chainsaw bots of sample ,bots sometime use gun switches chainsaw loop,am i need chainsaw vscripts?

----
i found the problem
a custom map customized it melee they have it self prefab,when i picked it, icon error to machete and model blink to machete few frame in 2 second
i checked it just referenced machete sound(caidao mean kitchen knife)
Code:
caidao.txt

MeleeWeaponData
{
	// Time before you can swing the weapon again
	"refire_delay"	"0.8"
	
	// Model to show in firstperson
	"viewmodel"		"models/weapons/gzzc/melee/v_caidao.mdl"
	
	// Model to show in thirdperson
	"playermodel"	"models/weapons/gzzc/melee/w_caidao.mdl"
	
	// Animation prefix - not sure what this is used for just yet
	"anim_prefix"	"anim"
	
	// Damage per hit
	"damage"		"50"
	
	// Damage flag value
	// right now you can enter the integer values, or logical OR them together
	// supported damage types
	//DMG_SLASH			(1 << 2) = 4 - cuts off parts of infected
	//DMG_BURN			(1 << 3) = 8 - lights zombies on fire
	//DMG_CLUB			(1 << 7) = 128 - knocks them back?
	"damage_flags"	"4"
	
	// Rumble effect to play on 360 when we swing
	// RUMBLE_CROWBAR_SWING = 9
	// RUMBLE_L4D_PLAYER_MELEE_HIT = 42
	"rumble_effect"	"42"

	"decapitates" "1"

	// Third person animations
	"activity_idle"					"ACT_IDLE_FRYINGPAN"
	"activity_walk" 				"ACT_WALK_FRYINGPAN"
	"activity_run" 					"ACT_RUN_FRYINGPAN"
	"activity_crouchidle" 	"ACT_CROUCHIDLE_FRYINGPAN"
	"activity_crouchwalk" 	"ACT_RUN_CROUCH_FRYINGPAN"  	// there isn't a crouched walk with an axe
	"activity_crouchrun" 		"ACT_RUN_CROUCH_FRYINGPAN"
	"activity_idleinjured"  "ACT_IDLE_INJURED_FRYINGPAN"
	"activity_walkinjured" 	"ACT_WALK_INJURED_FRYINGPAN"
	"activity_runinjured"   "ACT_RUN_INJURED_FRYINGPAN"
	"activity_idlecalm" 		"ACT_IDLE_CALM_FRYINGPAN"
	"activity_walkcalm"			"ACT_WALK_FRYINGPAN"  	// there isn't a calm walk with` an axe
	"activity_runcalm" 			"ACT_RUN_FRYINGPAN"		// there isn't a calm run with an axe
	"activity_pulled" 			"ACT_TERROR_PULLED_RUN_RIFLE"
	"activity_jump" 				"ACT_JUMP_FRYINGPAN"

	"activity_attackprimary"  	"ACT_SHOOT_N2S_FRYINGPAN"
	"activity_attacksecondary"	"ACT_SHOOT_SECONDARY_FRYINGPAN"

	"activity_deploy"		"ACT_DEPLOY_GREN"

	"activity_shove"		"ACT_TERROR_SHOVED_FORWARD_MELEE"
	
	"addon_attachment"		"melee"
	"addon_offset"			"-4 0 1"
	"addon_angles"			"5 90 95"
	
	// Sound data
	// define the hit and miss sounds
	SoundData
	{
		"melee_miss"			"Melee.Miss"
		"melee_hit"				"Machete.ImpactFlesh"
		"melee_hit_world"	    "Machete.ImpactWorld"
	}

	// Player animation to fire, 0 = PLAYERANIMEVENT_MELEE for now
	"player_anim_event"		"0"		// TODO - convert from string to PlayerAnimEvent_t
	
	// How long after attacking until the weapon enters its idle animation state
	"weapon_idle_time"	"0.8"
	
	// Attack animations (primary and secondary)
	"primaryattacks"
	{
		"bonk1"
		{
			"startdir"		"E"
			"enddir"		"W"
			"duration"		".76"
			"starttime"		"0.1"
			"endtime"		"0.25"
			"activity"		"ACT_VM_PRIMARYATTACK" //was ACT_VM_PRIMARYATTACK
			"player_activity" 	"ACT_SHOOT_N2S_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_N2S_IDLE_FRYINGPAN"
			"force_dir"		"5 -5 3"
		}	

		"bonk2"
		{
			"startdir"		"W"
			"enddir"		"E"
			"duration"		".7"
			"starttime"		"0"
			"endtime"		"0.2"
			"activity"		"ACT_VM_HITRIGHT"
			"player_activity" 	"ACT_SHOOT_W2E_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_W2E_IDLE_FRYINGPAN"
			"force_dir"		"10 -7 2"
		}

		"bonk3"
		{
			"startdir"		"E"
			"enddir"		"W"
			"duration"		".58"
			"starttime"		"0.1"
			"endtime"		"0.22"
			"activity"		"ACT_VM_HITLEFT"
			"player_activity" 	"ACT_SHOOT_N2S_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_N2S_IDLE_FRYINGPAN"
			"force_dir"		"10 -7 2"
		}		
	}	
	"strongattacks"
	{
		"strongattack1"
		{
				"startdir"		"S"
				"enddir"		"N"
				"duration"		"1.24"
				"starttime"		"0.35"
				"endtime"		"0.60"
				"activity"		"ACT_VM_SWINGHARD"
				"player_activity"	"ACT_SHOOT_STRONG_FRYINGPAN"
				"player_activity_idle"	"ACT_SHOOT_STRONG_IDLE_FRYINGPAN"
				"force_dir"		"60 0 60"
		}
	}
		"secondaryattacks"
	{
		"shove1"
		{
			"startdir"		"W"
			"enddir"		"E"
			"duration"		"1.3"
			"starttime"		"0.15"
			"endtime"		"0.3"
			"activity"		"ACT_VM_SECONDARYATTACK"
			"player_activity" "ACT_SHOOT_SECONDARY_FRYINGPAN"
			"player_activity_idle"	"ACT_SHOOT_SECONDARY_FRYINGPAN"
		}	
	}	
	
	// hud textures
	"TextureData"
	{
		"sprite_active"
		{
				"file"		"vgui/hud/icon_caidao"
				"x"		"0"
				"y"		"0"
				"width"		"128"
				"height"	"64"	
		}
	}
}
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Last edited by NoroHime; 12-30-2021 at 19:43.
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Voevoda
Senior Member
Join Date: Aug 2016
Old 01-05-2022 , 14:49   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #153

hello, can you explain to me if I unlocked all the weapons correctly?


Quote:
"mission_info"
{
// The "all" section must be above map specific sections. Any partial matching map names will overwrite duplicate data from the "all" section.
"all"
{
// Allowed melee weapons for the map - Replaces: [EXTENSION] [L4D2] Melee Spawn Control https://forums.alliedmods.net/showthread.php?t=222535
// WORKS
"meleeweapons" "fireaxe;frying_pan;machete;baseball_bat;crow bar;cricket_bat;tonfa;katana;electric_guitar; knife;golfclub;pitchfork;shovel;riotshield"
}

"c1m,c2m,c3m,c4m,c5m,c6m,c7m,c8m,c9m,c10m,c11 m,c12m,c13m,c14m"
{
"meleeweapons" "fireaxe;frying_pan;machete;baseball_bat;crow bar;cricket_bat;tonfa;katana;electric_guitar; knife;golfclub;pitchfork;shovel;riotshield"
}
}
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 01-05-2022 , 15:51   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #154

You don't need to specify maps if you use the "all" section.
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Voevoda
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Join Date: Aug 2016
Old 01-06-2022 , 17:00   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #155

Quote:
Originally Posted by Silvers View Post
You don't need to specify maps if you use the "all" section.

I did as you said



PHP Code:
"mission_info"
{
    
// The "all" section must be above map specific sections. Any partial matching map names will overwrite duplicate data from the "all" section.
    
"all"
    
{
        
// Allowed melee weapons for the map - Replaces: [EXTENSION] [L4D2] Melee Spawn Control https://forums.alliedmods.net/showthread.php?t=222535
        // WORKS
        
"meleeweapons"                                "fireaxe;frying_pan;machete;baseball_bat;crowbar;cricket_bat;tonfa;katana;electric_guitar;knife;golfclub;pitchfork;shovel;riotshield"
    
}

well, this weapon is still not unlocked on all maps

"models/weapons/melee/w_tonfa.mdl"
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 01-06-2022 , 18:49   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #156

Which map?
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Voevoda
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Join Date: Aug 2016
Old 01-07-2022 , 05:41   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #157

Quote:
Originally Posted by Silvers View Post
Which map?
c2m5_concert, c8m5_rooftop knife problem
c9m1_alleys, Tonfa problem
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Silvers
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Join Date: Aug 2010
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Old 01-08-2022 , 08:33   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #158

Quote:
Originally Posted by Voevoda View Post
c2m5_concert, c8m5_rooftop knife problem
c9m1_alleys, Tonfa problem
All working here. You sure the plugins running? Anything else interfering with melee weapons? The extension maybe?
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Voevoda
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Old 01-08-2022 , 08:59   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #159

Quote:
Originally Posted by Silvers View Post
All working here. You sure the plugins running? Anything else interfering with melee weapons? The extension maybe?
probably another plugin does it l4d_multiple_equipment_final

you can please see this plugin l4d_multiple_equipment_final
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 01-08-2022 , 09:29   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.12) [01-Oct-2020]
Reply With Quote #160

I can't find the source and don't have time to go through a bunch of other plugins. Test my removing all except this, then restore them half at a time, and remove/add another half until you pinpoint the plugin causing problems. I'm guessing you'll want to change from 1 map causing problems to another and back when changing stuff so it reloads the data and plugins.
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Last edited by Silvers; 01-08-2022 at 09:29.
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