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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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thewintersoldier97
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Join Date: Aug 2021
Location: Vietnam
Old 09-10-2023 , 05:39   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1641

Quote:
Originally Posted by Psyk0tik View Post
Did you include the names in the translation file? The menu reads the translation file to accurately name each Tank based on each player's client language. You should open up "addons/sourcemod/translations/mutant_tanks_names.phrases.txt" to include the names and notes for your custom tanks.
I have actually. Idk why but even the normal config file some time don't for me, I've checked the status via Admin menu but it was disabled...
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Last edited by thewintersoldier97; 09-10-2023 at 05:39.
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zonbarbar
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Old 09-10-2023 , 10:13   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1642

i got a idea for the new tank: error tank, when it hits to a car or object will turn things model to the error, rocks it throws
out will turns model to the error too, also it can turns play ers model to error.
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Psyk0tik
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Old 09-10-2023 , 23:31   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1643

Quote:
Originally Posted by thewintersoldier97 View Post
I have actually. Idk why but even the normal config file some time don't for me, I've checked the status via Admin menu but it was disabled...
Honestly I'm not sure what the issue could be. When I tried your config, I was able to get the bosses to spawn, but they didn't have their names in the admin menu because I didn't add them to my translation file.

Quote:
Originally Posted by zonbarbar View Post
i got a idea for the new tank: error tank, when it hits to a car or object will turn things model to the error, rocks it throws
out will turns model to the error too, also it can turns play ers model to error.
That seems too disruptive for my taste. It's not something I want to add to the project.
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Voevoda
Senior Member
Join Date: Aug 2016
Old 09-12-2023 , 05:18   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1644

Quote:
L 09/12/2023 - 07:19:27: SourceMod error session started
L 09/12/2023 - 07:19:27: Info (map "c12m5_cornfield") (file "/home/l4d2_rucoop/serverfiles/left4dead2/addons/sourcemod/logs/errors_20230912.log")
L 09/12/2023 - 07:19:27: [SM] Exception reported: Array index out-of-bounds (index -1, limit 66)
L 09/12/2023 - 07:19:27: [SM] Blaming: mt_abilities2.smx
L 09/12/2023 - 07:19:27: [SM] Call stack trace:
L 09/12/2023 - 07:19:27: [SM] [1] Line 3609, c:\Code\Project\EQGames\SourceMod\scripting\B OSS\mutant_tanks\addons\sourcemod\scripting\i nclude\mutant_tanks.inc::iGetRandomSurvivor
L 09/12/2023 - 07:19:27: [SM] [2] Line 1541, mutant_tanks\abilities2\mt_warp.sp::tTimerWar p
L 09/12/2023 - 07:26:05: Error log file session closed.
Mutant Tanks v8.98
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Mi.Cura
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Join Date: Dec 2016
Location: Brazil
Old 09-12-2023 , 17:21   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1645

Quote:
Originally Posted by Voevoda View Post
Mutant Tanks v8.98
Are you sure you've already updated this:
https://forums.alliedmods.net/showthread.php?t=321696
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Uncle Jessie
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Join Date: May 2016
Location: Mind Prison
Old 09-21-2023 , 06:03   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1646

Quote:
Originally Posted by Mi.Cura View Post
You probably forgot to disable "Note" regarding Tank.
"Tank Note" "0"

Read the INFORMATION file

Code:
"General"
		{
			"Tank Name"			"Absorber Tank"
			"Tank Enabled"			 "-1"
			"Tank Chance"			 "100.0"
			"Tank Note"			 "0"
			"Skin Color"			 "50,90,150,255"
			"Requires Humans"		 "1"
		}
Didn't notice that, thanks

But i have another problem i can't completely remove health bar on the non finale tanks, i set mutant tanks only finales and sometimes it shows on the default non finales maps/tanks how to fix that?

Last edited by Uncle Jessie; 09-21-2023 at 06:15.
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Mi.Cura
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Old 09-21-2023 , 12:31   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1647

Quote:
Originally Posted by Uncle Jessie View Post
Didn't notice that, thanks

But i have another problem i can't completely remove health bar on the non finale tanks, i set mutant tanks only finales and sometimes it shows on the default non finales maps/tanks how to fix that?
I would use custom settings for this, applying only to final maps.
As an example I gave in this post: https://forums.alliedmods.net/showpo...postcount=1624

Read the Information file, and use it as you wish: Information File: (read)

PHP Code:
"Custom"
        
{
            
// Enable Mutant Tanks custom configuration.
            // Note: This setting cannot be changed in custom config files.
            // --
            // 0/"disabled"/"false"/"off"/"no": OFF
            // 1/"enabled"/"true"/"on"/"yes": ON
            
"Enable Custom Configs"            "1"

            
// The type of custom config that Mutant Tanks creates.
            // Note: This setting cannot be changed in custom config files.
            // --
            // Add up numbers together for different results.
            // --
            // Minimum: 0
            // Maximum: 255
            // --
            // 0: OFF
            // 1: Difficulties
            // 2: Maps
            // 4: Game modes
            // 8: Days
            // 16: Player count
            // 32: Survivor count (Humans only)
            // 64: Infected count (Humans only)
            // 128: Finale stages
            
"Create Config Types"            "2" 
And.....]

PHP Code:
// Display type of Mutant Tanks' names and health.
            // Note: This setting can be used for standard Tanks.
            // Note: This setting can be overridden for each Mutant Tank under the "Health" section of their settings.
            // --
            // 0: OFF
            // 1: ON, show in hint text.
            // 2: ON, show in center text.
            
"Display Health Type"            "0" 
Attached Files
File Type: cfg exemple Finale Map - c4m5_milltown_escape.cfg (123 Bytes, 11 views)
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Last edited by Mi.Cura; 09-21-2023 at 12:47.
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Uncle Jessie
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Location: Mind Prison
Old 09-21-2023 , 12:39   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1648

Quote:
Originally Posted by Mi.Cura View Post
I would use custom settings for this, applying only to final maps.
As an example I gave in this post: https://forums.alliedmods.net/showpo...postcount=1624

Read the Information file, and use it as you wish: Information File: (read)

PHP Code:
"Custom"
        
{
            
// Enable Mutant Tanks custom configuration.
            // Note: This setting cannot be changed in custom config files.
            // --
            // 0/"disabled"/"false"/"off"/"no": OFF
            // 1/"enabled"/"true"/"on"/"yes": ON
            
"Enable Custom Configs"            "0"

            
// The type of custom config that Mutant Tanks creates.
            // Note: This setting cannot be changed in custom config files.
            // --
            // Add up numbers together for different results.
            // --
            // Minimum: 0
            // Maximum: 255
            // --
            // 0: OFF
            // 1: Difficulties
            // 2: Maps
            // 4: Game modes
            // 8: Days
            // 16: Player count
            // 32: Survivor count (Humans only)
            // 64: Infected count (Humans only)
            // 128: Finale stages
            
"Create Config Types"            "0" 
I saw every line of information file, but this is most likely a plugin issue

Last edited by Uncle Jessie; 09-21-2023 at 12:40.
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Mi.Cura
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Old 09-21-2023 , 12:50   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1649

Quote:
Originally Posted by Uncle Jessie View Post
I saw every line of information file, but this is most likely a plugin issue

You are mistaken, it is not the plugin.
This plugin is for generating Mutant Tanks, but you want normal tanks.
This makes it very difficult.
But if you do the settings I mentioned, it will work.
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SpannerV2
Member
Join Date: Jun 2019
Old 09-23-2023 , 15:19   Re: [L4D & L4D2] Mutant Tanks (v8.98, 8-10-2023)
Reply With Quote #1650

Quote:
Originally Posted by Psyk0tik View Post
Yeah that's intentional. Tank #-1 spawns a default tank and Tank #0 is like spin-the-wheel on the list of tanks available on your server.

Looking at the code, there might be a problem with the logic for the "Clone Type" setting. I might have to rework it specifically for cases where the minimum and maximum type are the same number (i.e. 37-37). I think that's why your tank keeps cloning itself instead of different types.

In regards to both bosses forcing their last forms during the rescue event, what do you have "Type Range" set to?
Type range 2-500 plugin settings and set to its phases on the Boss itself. Also after extensive testing, i'm concluding a few possibilities. A problem with Boss tanks being able to clone, or the Boss code itself. Only reason i say its a 'Boss' issue is because i have created my own clone tank non-boss variant and it clones the (37-37) tank which is the Item tank just fine. I'm still reviewing my edits on the cfg file but i do not see any typos or errors.

If only i knew how to code like you gods can...Appreciate everything you have done with this plugin, it is spectacular. I also would like to know if we could get an update to remove the slomotion, i don't mind the transition ring but the slomo is rather awkward.

Last edited by SpannerV2; 09-23-2023 at 15:21. Reason: Adding suggestion
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