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


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Psyk0tik
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Old 01-22-2019 , 19:23   Re: [L4D & L4D2] Super Tanks++ (v8.55, 1-15-2019) [Human/AI Tanks Supported]
Reply With Quote #461

Quote:
Originally Posted by SpiritBob View Post
I'd like to also ask what exactly does this do?
Code:
// The Super Tank has this many chances out of 100.0% to trigger the ability.
Where is this chance applied and when? Everytime tank gets shot? Every couple of seconds? I'm using this on a COOP server, so I'd like to know how this affects the whole ability, to properly balance all the tanks.

For anyone looking for a fully configured and balanced .cfg, I'll put mine up, just need to get the kinks to all the commands first and then configure the full list of 109 tanks!
PHP Code:
if (GetRandomFloat(0.1100.0) <= flSetting
Example: if you set "Fire Chance" to "30.0" and the result of the GetRandomFloat function is "50.0" then the ability won't activate.

It depends on the Hit Mode setting if there's one for the ability. Otherwise, it's just when you're hit by a Tank rock or claw.
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Last edited by Psyk0tik; 01-22-2019 at 20:01.
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Psyk0tik
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Old 01-22-2019 , 19:28   Re: [L4D & L4D2] Super Tanks++ (v8.55, 1-15-2019) [Human/AI Tanks Supported]
Reply With Quote #462

Quote:
Originally Posted by Nokreb View Post
Would like to report few bugs or I dunno if I'm doing something wrong.
1. Flash ability's duration seem to be endless regardless of settings. Tried with 1.5s , 3s, default settings. With ability messages enabled it does say "super speed deactivated" but tank refuses going back to his initial speed.
2. Shield ability doesn't break from bullets if set to shield type - 0 (didn't try other ones) . Breaks from explosives just if it was set to default explosive setting. Also, was it intended that damage which breaks shield also does hurt tank?
~3 Also regen ability when set to negative just leaves tank at 1 hp... is this also intended? him not dying

And could you add setting that allows play custom soundtracks when certain tank spawns? for immersion/cosmetic purpose

And of course thanks for an amazing plugin. Love it. Great job.
1. In the default settings, I set his Run Speed to 3.0 and his Flash Speed to 5.0. Visually you won't see much difference.
2. I'll look into it. Also, yes whatever initial damage causes the shield to break also applies to the Tank itself.
3. I'll look into it.

As for your final question, that's too much work.
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Psyk0tik
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Old 01-25-2019 , 14:45   Re: [L4D & L4D2] Super Tanks++ (v8.56, 1-25-2019) [Human/AI Tanks Supported]
Reply With Quote #463

Version 8.56 is out!

Download | Changelog
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Last edited by Psyk0tik; 10-11-2020 at 19:20.
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Nokreb
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Old 01-25-2019 , 15:43   Re: [L4D & L4D2] Super Tanks++ (v8.55, 1-15-2019) [Human/AI Tanks Supported]
Reply With Quote #464

Quote:
Originally Posted by Crasher_3637 View Post
1. In the default settings, I set his Run Speed to 3.0 and his Flash Speed to 5.0. Visually you won't see much difference.
So my parameters are:
"Run Speed" "1.1"
and for flash ability:
"Ability Enabled" "1"
"Ability Message" "1"
"Flash Chance" "5.0" (low chance, so he gets to run with normal speed sometimes)
"Flash Duration" "5.0" (tried different stuff there)
"Flash Speed" "3.0"

What happens, he starts with normal speed, message "ability used" pops out, tank noticeable accelerates, message about deactivation comes down, tank is still on steroids (even on 1.5 duration)
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Psyk0tik
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Old 01-25-2019 , 15:47   Re: [L4D & L4D2] Super Tanks++ (v8.55, 1-15-2019) [Human/AI Tanks Supported]
Reply With Quote #465

Quote:
Originally Posted by Nokreb View Post
So my parameters are:
"Run Speed" "1.1"
and for flash ability:
"Ability Enabled" "1"
"Ability Message" "1"
"Flash Chance" "5.0" (low chance, so he gets to run with normal speed sometimes)
"Flash Duration" "5.0" (tried different stuff there)
"Flash Speed" "3.0"

What happens, he starts with normal speed, message "ability used" pops out, tank noticeable accelerates, message about deactivation comes down, tank is still on steroids (even on 1.5 duration)
Based on observations from numerous tests, there's always a delay between speed changes. The delay has no definite value. I don't know a way around it.
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Nokreb
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Old 02-09-2019 , 20:56   Re: [L4D & L4D2] Super Tanks++ (v8.56, 1-25-2019) [Human/AI Tanks Supported]
Reply With Quote #466

Yup, thanks for all the fixes, i am loving how new shield works.
But i've got another issue with "Regen Ability"'s "regen limit" parameter.
So my thought was that Tank will start regen hp when he drops below "Regen limit" value. What happens in-game: Tank with 8000 hp and 2000 regen limit instantly drops to 2k hp.
But yeah if i try hitting him or setting higher limit value, regen itself does work just fine.

Last edited by Nokreb; 02-14-2019 at 08:30.
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AK978
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Old 02-11-2019 , 15:36   Re: [L4D & L4D2] Super Tanks++ (v8.56, 1-25-2019) [Human/AI Tanks Supported]
Reply With Quote #467

1.
"Finales Only" "1" 好像沒有作用

2.
L 02/12/2019 - 10:54:06: [SM] Blaming: super_tanks++\super_tanks++.smx
L 02/12/2019 - 10:54:06: [SM] Call stack trace:
L 02/12/2019 - 10:54:06: [SM] [0] ThrowError
L 02/12/2019 - 10:54:06: [SM] [1] Line 444, C:\Left 4 Dead 2 Dedicated Server1\left4dead2\addons\sourcemod\scripting \include\entity_prop_stocks.inc::SetEntityRen derColor
L 02/12/2019 - 10:54:06: [SM] [2] Line 2391, super_tanks++.sp::vColorRocks
L 02/12/2019 - 10:54:06: [SM] [3] Line 2169, super_tanks++.sp::vSetName
L 02/12/2019 - 10:54:06: [SM] [4] Line 3267, super_tanks++.sp::tTimerTankSpawn
L 02/12/2019 - 10:54:11: [SM] Exception reported: SetEntityRenderColor not supported by this mod

Last edited by AK978; 02-11-2019 at 23:23.
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Psyk0tik
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Old 02-11-2019 , 18:45   Re: [L4D & L4D2] Super Tanks++ (v8.56, 1-25-2019) [Human/AI Tanks Supported]
Reply With Quote #468

Quote:
Originally Posted by axelnieves2012 View Post
PHP Code:
L 02/11/2019 20:30:37: [SMFailed to load plugin "super_tanks++\st_absorb.smx"Unable to load plugin (no debug string table).
L 02/11/2019 20:30:37: [SMFailed to load plugin "super_tanks++\st_acid.smx"Unable to load plugin (no debug string table).
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L 02/11/2019 20:30:38: [SMFailed to load plugin "super_tanks++\super_tanks++.smx"Unable to load plugin (no debug string table).
[
SMThe plugin list has been refreshed and reloaded
Check previous posts to solve your issue.
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axelnieves2012
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Join Date: Oct 2014
Location: Argentina
Old 02-11-2019 , 19:14   Re: [L4D & L4D2] Super Tanks++ (v8.56, 1-25-2019) [Human/AI Tanks Supported]
Reply With Quote #469

Quote:
Originally Posted by Crasher_3637 View Post
Check previous posts to solve your issue.
Thanks, I solved it. I had sourcemod 1.9 but it requires sourcemod 1.10.
It's running with some runtime errors, but it's running
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axelnieves2012
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Old 02-11-2019 , 20:10   Re: [L4D & L4D2] Super Tanks++ (v8.56, 1-25-2019) [Human/AI Tanks Supported]
Reply With Quote #470

I would need an auto-generated .cfg file inside cfg/sourcemod.
No matter if there are no configurable cvars.

I have a multimod server which runs specific CFG for each game mode (which involves: ammo, max health, SI respawn timers, other plugin's cvars, etc...).

Without a supertanks+.cfg I'm lost, because I cannot set other plugins, nor L4D cvars.

Adding those values manually to server.cfg is not an option because of multimod. Please, add a CFG file in next version.

Last edited by axelnieves2012; 02-11-2019 at 20:12.
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