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Stripper:Source (Updated 2011-04-15)


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BAILOPAN
Join Date: Jan 2004
Old 10-16-2009 , 18:24   Re: Stripper:Source (1.2.1, L4D + Perf Improvements)
Reply With Quote #381

Avoid random numbers like 32. Use something like MaxClients + 1.
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Darkhand
Member
Join Date: Sep 2008
Old 10-17-2009 , 03:08   Re: Stripper:Source (1.2.1, L4D + Perf Improvements)
Reply With Quote #382

Quote:
Originally Posted by AtomicStryker View Post
A code like this perhaps

PHP Code:
public OnMapStart()
{
    new 
maxentities GetMaxEntities();
    
    
decl String:classname[128];
    for (new 
32<= maxentitiesi++)
    {
        if (!
IsValidEntity(i)) continue;
        
        
GetEdictClassname(iclassnamesizeof(classname))
        if (
StrEqual(classname"point_hurt"false))
        {
            
AcceptEntityInput(i"TurnOn");
        }
    }

That's a great idea, I never considered using Sourcemod to flip it on, I was trying to come up with perhaps some kind of logic_* entity with an output tied to the point_hurt or something along those lines. This will work great though, thanks much!
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Dragonshadow
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Join Date: Jun 2008
Old 10-21-2009 , 08:52   Re: Stripper:Source (1.2 w/ L4D support)
Reply With Quote #383

Quote:
Originally Posted by AtomicStryker View Post
What else could it be?? I'll do a Stripper dump ...


EDIT:

I've went through it and tried func_illusionary, func_brush and env_playerblocker. None of that removed the invisible walls - i dont think whatever is blocking even appears in the stripper dump. Which would mean Stripper can't remove those.
I can't find it in the thread, where can I get the one that removes the blocking stuff for the normal maps?
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triggerman
Senior Member
Join Date: Jun 2009
Old 10-21-2009 , 13:02   Re: Stripper:Source (1.2 w/ L4D support)
Reply With Quote #384

Quote:
Originally Posted by Dragonshadow View Post
I can't find it in the thread, where can I get the one that removes the blocking stuff for the normal maps?
this what your looking for?

filter:
{
"classname" "func_playerinfected_clip"
}


filter:
{
"classname" "func_illusionary"
}
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Dragonshadow
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Join Date: Jun 2008
Old 10-21-2009 , 16:42   Re: Stripper:Source (1.2 w/ L4D support)
Reply With Quote #385

Quote:
Originally Posted by triggerman View Post
this what your looking for?

filter:
{
"classname" "func_playerinfected_clip"
}


filter:
{
"classname" "func_illusionary"
}
yep thanks.
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BAILOPAN
Join Date: Jan 2004
Old 10-31-2009 , 21:00   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #386

I have updated the Stripper 1.2.1 download to have Left 4 Dead 2 support. You need Metamod:Source 1.8 or higher to use the L4D2 version.
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Ydiss
Member
Join Date: Jan 2009
Old 11-01-2009 , 11:52   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #387

Quote:
Originally Posted by BAILOPAN View Post
I have updated the Stripper 1.2.1 download to have Left 4 Dead 2 support. You need Metamod:Source 1.8 or higher to use the L4D2 version.
Thank you
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Darkhand
Member
Join Date: Sep 2008
Old 11-03-2009 , 22:44   Re: Stripper:Source (1.2.1, L4D + Perf Improvements)
Reply With Quote #388

Quote:
Originally Posted by Darkhand View Post
I'm trying to plug an exploitable hole in a map with a point_hurt (to punish those who try to use it ) but need to trigger it with a TurnOn input to enable its damage. What can I use to automatically and permanantly trigger a point_hurt?

Quote:
Originally Posted by AtomicStryker View Post
A code like this perhaps

PHP Code:
public OnMapStart()
{
    new 
maxentities GetMaxEntities();
    
    
decl String:classname[128];
    for (new 
32<= maxentitiesi++)
    {
        if (!
IsValidEntity(i)) continue;
        
        
GetEdictClassname(iclassnamesizeof(classname))
        if (
StrEqual(classname"point_hurt"false))
        {
            
AcceptEntityInput(i"TurnOn");
        }
    }

While a great idea, for the record I solved it using only Stripper... A logic_auto entity to trigger the point_hurt at every round start:

Code:
add:
{
"origin" "-1234 1945 -438.224"
"targetname" "SploitFix"
"DamageType" "256"
"DamageDelay" "1"
"Damage" "666"
"DamageRadius" "96"
"classname" "point_hurt"
}
{
"origin" "-1228.71 2082.29 -487"
"spawnflags" "1"
"classname" "logic_auto"
"OnMapSpawn" "SploitFix,TurnOn,,0,-1"
}
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Nail
BANNED
Join Date: May 2008
Location: PetrovЪ GradЪ
Old 11-12-2009 , 19:14   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #389

every
meta unload addons/stripper/bin/stripper_mm
and
meta reload addons/stripper/bin/stripper_mm
- server crash. It's normal?

Last edited by Nail; 11-14-2009 at 07:33.
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triggerman
Senior Member
Join Date: Jun 2009
Old 11-21-2009 , 00:52   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #390

i tried this on my linux l4d2 server with MM 1.8. When installed, my server would not start. is this exclusive to MM 1.7? if so how is l4d2 supported then?

also getting a corrupt archive error from winrar for the linux version.

Last edited by triggerman; 11-21-2009 at 01:15.
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