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[L4D2] Finale Ghost Range Mod


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rek075
Member
Join Date: Oct 2009
Old 02-11-2010 , 13:48   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #21

Quote:
Originally Posted by Nataraja View Post
Can't use cvar!!! The tank will not able to spawn by game in c4 final!!!
Can you be a bit more specific which cvar you are referring to? There have been a few discussed in this thread recently.
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JackieChan
AlliedModders Donor
Join Date: Nov 2009
Old 02-11-2010 , 15:34   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #22

The one I suggested. (z_finale_spawn_safety_range)

This actually happened to me last night as well. The finale glitched and no hordes/tanks would spawn. I'd say just use the plugin to be on the safe side.

wtg valve.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 02-11-2010 , 16:11   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #23

Heh, that happened to me tonight as well, I believe it actually has something to do with that cvar, because I haven't updated to .9 yet...
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triggerman
Senior Member
Join Date: Jun 2009
Old 02-11-2010 , 17:26   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #24

Quote:
Originally Posted by dacomb View Post
this one could be fun to play with also:

z_ghost_duration : 1 : , "sv" : dead PZs will become ghosts when they are this close to being able to spawn

I may change it to 5 and see how it works...
what does that actually do?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-11-2010 , 19:22   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #25

Using a hack to revert Valves shitty coding is the safest course of action? Oh the irony.
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dacomb
Senior Member
Join Date: Oct 2009
Old 02-11-2010 , 20:15   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #26

Quote:
Originally Posted by triggerman View Post
what does that actually do?
Sadly it didn't seem to do anything...

I was hoping it would allow you to pop into Ghost mode while the timer was still counting down...

So in theory you couldn't spawn but you could get set up prior to being allowed to spawn instead of wondering what you're going to get then popping into Ghost Mode and then playing catch up trying to set up...
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JackieChan
AlliedModders Donor
Join Date: Nov 2009
Old 02-11-2010 , 21:26   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #27

Lol, Stryker, at least your efforts weren't for naught.
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HienoKaveri
Junior Member
Join Date: Feb 2009
Old 02-17-2010 , 18:41   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #28

Anyone else getting this spam in the console? What could be causing it?

L 02/18/2010 - 0158: [SM] Native "SDKHook" reported: Invalid hook type specified
L 02/18/2010 - 0158: [SM] Displaying call stack trace for plugin "l4d2_finaleghostrangemod.smx":
L 02/18/2010 - 0158: [SM] [0] Line 88, l4d2_finaleghostrangemod.sp::OnClientPostAdmi nCheck()
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-17-2010 , 19:06   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #29

Quote:
Originally Posted by AtomicStryker View Post
Requires the great SDKHooks 1.3 Extension
I didnt put a version number there for giggles only
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 02-23-2010 , 21:25   Re: [L4D2] Finale Ghost Range Mod
Reply With Quote #30

Great work again Atomic, Valve really should pay you for fixing their bugz
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