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[L4D2] Gun Control


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Newf
Senior Member
Join Date: Dec 2009
Old 04-29-2010 , 15:56   Re: [L4D2] Gun Control
Reply With Quote #121

Quote:
Originally Posted by birno View Post
I wrote a little plugin that prevent the M60 remove when it empty, just simply drop the gun, but don't disappear it so you can pick up again and reload.

The whole code based on DJ_WEST, Chainsaw Refuelling plugin(thanks for that ), I just changed a few line.
I tested, worked for me.
getting this:
L 04/29/2010 - 19:527: [SM] Native "GetEntProp" reported: Entity -1 (-1) is invalid
L 04/29/2010 - 19:527: [SM] Displaying call stack trace for plugin "prevent_m60_remove.smx":
L 04/29/2010 - 19:527: [SM] [0] Line 49, /home/groups/alliedmodders/forums/files/7/3/0/6/8/64511.attach::OnPlayerRunCmd()

but not sure if the plugin is actually working as i'm just viewing logs while @ work
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sivina
Junior Member
Join Date: Jan 2009
Old 04-29-2010 , 16:20   Re: [L4D2] Gun Control
Reply With Quote #122

Quote:
Originally Posted by quang20082008 View Post
M60 it only show under 254 ammo, more than 254 it show 0 ammo. But still have enough ammo settings :@).
Yes, i know this drill. Althrough i can set up a 1500 m60 ammo setting in my server, it doesn't make sense that the refill ammo function was unfunctioned

The refill works in 1.1.1 version like a charm but 1.1.2 fails, i don't know if others got this problems or not.
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chris1701
Senior Member
Join Date: Nov 2009
Old 04-29-2010 , 21:40   Re: [L4D2] Gun Control
Reply With Quote #123

I want to allow player to reload m60 as other primary weapons. Can anyone do that?
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 04-30-2010 , 00:21   Re: [L4D2] Gun Control
Reply With Quote #124

I can't seem to get the M60 GL replacement function to work properly. I'm using both plugins provided on the first page. I have srs_remove_gernade_launcher 0 and l4d2_guncontrol_turnGLintoM60chance 1
but the M60 never spawns. As far as I'm aware I am not doing anything incorrectly, any idea why it is not working?
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chris1701
Senior Member
Join Date: Nov 2009
Old 04-30-2010 , 03:36   Re: [L4D2] Gun Control
Reply With Quote #125

Quote:
Originally Posted by iNFiNiTeX View Post
I can't seem to get the M60 GL replacement function to work properly. I'm using both plugins provided on the first page. I have srs_remove_gernade_launcher 0 and l4d2_guncontrol_turnGLintoM60chance 1
but the M60 never spawns. As far as I'm aware I am not doing anything incorrectly, any idea why it is not working?
Did you use Weapon Unlock (0.8.2), it can only recognize this version of Weapon Unlock. It is on the first page. I think we shouldn't replace m60 into gl. Maybe considering it as advanced primary weapons for 5 official maps is way more better than replacing GL.
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 04-30-2010 , 07:07   Re: [L4D2] Gun Control
Reply With Quote #126

Quote:
Originally Posted by chris1701 View Post
Did you use Weapon Unlock (0.8.2), it can only recognize this version of Weapon Unlock. It is on the first page. I think we shouldn't replace m60 into gl. Maybe considering it as advanced primary weapons for 5 official maps is way more better than replacing GL.
Well I havn't used it too much but it does seem very powerful, I don't know if allowing it to spawn as a primary would be a good idea, unless there is a way to limit the chance of it spawning. Anyways, I may be mistaken about the plugin not working properly, as I recently seen it spawn in one map. However during my testing I was using the concert map with a static GL spawn. I'm assuming the M60 can't overwrite this static spawn?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 04-30-2010 , 11:04   Re: [L4D2] Gun Control
Reply With Quote #127

It could. But a Survivor on that map with an M60 would be game end.
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Cerberus[BB2]
New Member
Join Date: Apr 2010
Old 04-30-2010 , 12:55   Re: [L4D2] Gun Control
Reply With Quote #128

I can get the m60 cvar to replace some of the glaunchers but not all of them and the m60 max ammo doesn't seem to be working either but so far everything else works great! Any suggestions?
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cigs
Senior Member
Join Date: Jul 2006
Old 04-30-2010 , 13:00   Re: [L4D2] Gun Control
Reply With Quote #129

The director sometimes spawns stuff (medkits, grenade launcher, etc.) late based on how good/bad the survivors are doing. Something to look into, AtomicStryker.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 04-30-2010 , 13:19   Re: [L4D2] Gun Control
Reply With Quote #130

There is no dynamic elements in versus. Which is the only mode this plugin is made for.
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