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[L4D1 & L4D2] Customize Transition Entities


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Author
iaNanaNana
Member
Join Date: Sep 2020
Location: Two-dimensional
Plugin ID:
8006
Plugin Version:
1.0
Plugin Category:
All
Plugin Game:
Left 4 Dead
Plugin Dependencies:
Servers with this Plugin:
 
Plugin Description:
Customize save entities for next level to spawn
Old 03-16-2022 , 05:35   [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #1

About:
  • Can save any entity in the safe house. By default, it save all weapons, physic prop and mounted gun.
  • All data save in "sourcemod/data/save_entities" folder.
  • Blocked original save entities function to this plugin instead.

Config:
"l4d_customize_transition_entities.cfg" in "sourcemod/data". (Can change file path by a convar in below)
Spoiler

In "Offsets" section, only int type should be like this:
PHP Code:
"5152"
{
    
"type"    "int"
    "byte"    "4"

Others should be like this:
PHP Code:
"5152" "float" 
Offsets value type:
  • int
  • float
  • string
  • vector
  • entity
Native:
Spoiler


Forwards:
Spoiler


Cvar:
PHP Code:
l4d_customize_transition_entities "1" // Enable the plugin.
l4d_customize_transition_entities_config "addons/sourcemod/data/l4d_customize_transition_entities.cfg" // Config file for entities and data to save. 
Admin Cmd:
PHP Code:
sm_transition // Start transition change level immediately. (ADMIN_ROOT) 
Requirement:
Thanks:
  • Psyk0tik - All signatures

Change:
Code:
1.1 - 2022/4/12
	Late precache models before set model to prevent crash. Thanks to "CosmicD" for reporting.
1.0
	- Initial release
Attached Files
File Type: zip l4d_customize_transition_entities_1.1.zip (25.6 KB, 285 views)

Last edited by iaNanaNana; 04-12-2022 at 09:27.
iaNanaNana is offline
mikaelangelis
Senior Member
Join Date: Oct 2017
Old 03-16-2022 , 14:15   Re: [L4D1 / L4D2] Customize Transition Entities
Reply With Quote #2

does this mod work for local host where client save their item/weapon when they log out and come up next time they log in local server and items are intact in their inventory?

Last edited by mikaelangelis; 03-16-2022 at 14:15.
mikaelangelis is offline
iaNanaNana
Member
Join Date: Sep 2020
Location: Two-dimensional
Old 03-16-2022 , 14:34   Re: [L4D1 / L4D2] Customize Transition Entities
Reply With Quote #3

Quote:
Originally Posted by mikaelangelis View Post
does this mod work for local host where client save their item/weapon when they log out and come up next time they log in local server and items are intact in their inventory?
It just save world weapon no equal by player. Too many plugins for save survivor weapon.
iaNanaNana is offline
mikaelangelis
Senior Member
Join Date: Oct 2017
Old 03-17-2022 , 00:20   Re: [L4D1 / L4D2] Customize Transition Entities
Reply With Quote #4

Quote:
Originally Posted by iaNanaNana View Post
It just save world weapon no equal by player. Too many plugins for save survivor weapon.
I see. Anyway this is really useful plugin because i am using moveable machinegun turret plugin, so I can bring it to the next map
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NoroHime
Veteran Member
Join Date: Aug 2016
Location: bed
Old 03-17-2022 , 03:48   Re: [L4D1 / L4D2] Customize Transition Entities
Reply With Quote #5

how it transition way? is entities be destroyed and created again? or prevent destroition when map changing to save it? this detail affect third-party plugin storing
__________________

Last edited by NoroHime; 03-17-2022 at 03:50.
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iaNanaNana
Member
Join Date: Sep 2020
Location: Two-dimensional
Old 03-18-2022 , 04:08   Re: [L4D1 / L4D2] Customize Transition Entities
Reply With Quote #6

Quote:
Originally Posted by NoroHime View Post
how it transition way? is entities be destroyed and created again? or prevent destroition when map changing to save it? this detail affect third-party plugin storing
Same as original.
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swiftswing1
Member
Join Date: Oct 2020
Old 03-20-2022 , 01:50   Re: [L4D1 / L4D2] Customize Transition Entities
Reply With Quote #7

works for my minigun and extinguisher plugins!
just a heads up - 3rd party items need to be physically placed down inside the room (not equipped/carried)
also for extinguisher plugin, remember - extinguisher doesn't save normally, so extinguisher types/fuel won't save either.

nice plugin, thanks for sharing!
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-07-2022 , 13:25   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #8

I notice a persistent crash of the (l4d1) server when transitioning to specific maps

I installed it on the latest 1.10 stable sourcemod + dhooks for 1.10 and left4dhooks 1.94. and the server always crashes:

when loading from no mercy subway to sewers map, and from dead air greenhouse to offices.

Edit: scrap that, it also crashes the server on my sm 1.11 server, what could be the cause of this?
__________________

Last edited by CosmicD; 04-09-2022 at 15:19.
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iaNanaNana
Member
Join Date: Sep 2020
Location: Two-dimensional
Old 04-10-2022 , 01:00   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #9

Quote:
Originally Posted by CosmicD View Post
I notice a persistent crash of the (l4d1) server when transitioning to specific maps

I installed it on the latest 1.10 stable sourcemod + dhooks for 1.10 and left4dhooks 1.94. and the server always crashes:

when loading from no mercy subway to sewers map, and from dead air greenhouse to offices.

Edit: scrap that, it also crashes the server on my sm 1.11 server, what could be the cause of this?
What OS is your server? linux or win?
iaNanaNana is offline
CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 04-10-2022 , 05:06   Re: [L4D1 & L4D2] Customize Transition Entities
Reply With Quote #10

linux, (hosted on gameservers.com) and i've got further info, I installed accelerator and I get the following report:

Code:
This crash was caused by a plugin trying to spawn an incorrectly configured entity.
422/ - weapon_ammo_spawn: UTIL_SetModel: not precached: models/props_unique/spawn_apartment/coffeeammo.mdl
Is this something you can fix ? Or did I forget to configure something properly ?

Somebody on discord told that you need to call the function Precachemodel() on OnMapstart() but in your source, I only see onmapend.

I also don't understand why it causes problems with that particular model...

Edit: so wherever that coffeeammo.mdl is used, the server will crash. When you load a map with cofeeammo.mdl in the starting saferoom, all medkits plus the ammo model aren't spawned either.

ps: I have no custom maps on the server I'm testing on.
__________________

Last edited by CosmicD; 04-11-2022 at 04:52.
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