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[L4D2]Tank Rush


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Mortiegama
Senior Member
Join Date: Feb 2010
Old 05-18-2010 , 15:47   Re: [L4D2]Tank Rush
Reply With Quote #21

If you plan on healing I would use this instead of the give command:

Code:
 
public Action:TankKill(Handle:event, String:event_name[], bool:dontBroadcast)
{
numtanks -= 1;
if (GetConVarBool(tankdeathheal))
{
for (new i=1; i<=MaxClients; i++)
{
if (GetClientTeam(i) == 2 && IsValidClient(i))
{
new HP = GetClientHealth(i);
new Heal = GetConVarInt(Set a ConVar to do this);
 
if ((HP + Heal) <= MaxHP) --- Set a MaxHP ConVar
{
       SetEntProp(i, Prop_Send, "m_iHealth", HP + Heal, 1);
}
 
else if (((HP + Heal) > MaxHP) && (HP < MaxHP))
{
       SetEntProp(i, Prop_Send, "m_iHealth", MaxHP, 1);
}
}
}
}
}
 
public IsValidClient(i)
{
 if (i == 0)
  return false;
 
 if (!IsClientConnected(i))
  return false;
 
 //if (IsFakeClient(i))
  //return false;
 
 if (!IsClientInGame(i))
  return false;
 
 if (!IsPlayerAlive(i))
  return false;
 
 if (!IsValidEntity(i))
  return false;
 
 return true;
}
That will allow for cleaner healing of the Survivors, guarantee it as long as they're alive and playing, and you can allow customization of the HP (or not and just set it standard).
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Last edited by Mortiegama; 05-18-2010 at 15:52.
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MANGO SENTINEL
Junior Member
Join Date: Apr 2010
Old 05-20-2010 , 23:06   Re: [L4D2]Tank Rush
Reply With Quote #22

So i've been running this on my server and it's pretty popular with my regulars

However when we don't have an admin on the server to slay downed people who have no chance of getting up it kind of clogs up the gameplay. A good example of this is like parish 2 where everyone piles up in the trailer before the alarm tower panic event but they can't start it because of one person incapped back in the hedge maze

So basically what I'm asking here if there was some way to add a player suicide command to this plugin or if there's a plugin available that already does that (I haven't found one)

Thanks and great work on this plugin !

EDIT: As a side note my console log keeps getting jammed up with

L 05/20/2010 - 23:06:00: [SM] Displaying call stack trace for plugin "L4DTankrush.smx":
L 05/20/2010 - 23:06:00: [SM] [0] Line 46, /home/groups/alliedmodders/forums/files/5/5/6/3/0/65733.attach::TimerUpdate()
L 05/20/2010 - 23:06:01: [SM] Native "FakeClientCommand" reported: Client 1 is not connected
L 05/20/2010 - 23:06:01: [SM] Displaying call stack trace for plugin "L4DTankrush.smx":
L 05/20/2010 - 23:06:01: [SM] [0] Line 46, /home/groups/alliedmodders/forums/files/5/5/6/3/0/65733.attach::TimerUpdate()
any idea what this is ?

L 05/20/2010 - 23:06:02: [SM] Native "FakeClientCommand" reported: Client 1 is not connected

Last edited by MANGO SENTINEL; 05-21-2010 at 00:26.
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monsto
New Member
Join Date: May 2010
Old 05-21-2010 , 02:35   Re: [L4D2]Tank Rush
Reply With Quote #23

i would like to 2nd the !suicide command. at any point, if you're down, and there's no tanks near, you're sitting there for a while when you could otherwise be spectating.

another request . . . sometimes when they pile up on top of each other for whatever reason, the shaking is ridiculous. I dunno if anyth can be done about it . . .

i would also like to request that the default # tanks be reduced from what is it 20? to more like 7. if this is done with a greater spread in between then you still have the tension of tanks all around without it being a hopeless 3 or 4 everytime you come across what would be a full field of zombies.

for example, the passing. between the start and the building, there's always 4-5. 1-2 would be plenty i think. exiting the building always has ~4, another 1-2 would be plenty. then the wedding party is also always to the gills.

alternatively, make it voteable? more/fewer tanks, more/less space between tanks. maybe simple choices: many/some/few and packed/spread out/sparse.

the last request i'd like to make is the one that stopped us cold several times: could you stop them from spawning in the safe room? makes it impossible to finish when there's one in the saferoom because once a guy spawns there, they keep spawning. i know that during the regular game specials will spawn in the safe room, so if they were limited only to regular infected spawn points maybe?

it's a great mod, really intense i have other ideas that i'ma put in a different thread...
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henk717
Member
Join Date: Jun 2009
Old 05-21-2010 , 15:16   Re: [L4D2]Tank Rush
Reply With Quote #24

I dont like this version very mutch.
The tanks spawn in front of the path alot making it impossible to finish a map.
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Last edited by henk717; 05-21-2010 at 15:24.
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thejuice027
Senior Member
Join Date: Dec 2009
Old 05-22-2010 , 12:09   Re: [L4D2]Tank Rush
Reply With Quote #25

Quote:
Originally Posted by Mortiegama View Post
If you plan on healing I would use this instead of the give command:

Code:
 
public Action:TankKill(Handle:event, String:event_name[], bool:dontBroadcast)
{
numtanks -= 1;
if (GetConVarBool(tankdeathheal))
{
for (new i=1; i<=MaxClients; i++)
{
if (GetClientTeam(i) == 2 && IsValidClient(i))
{
new HP = GetClientHealth(i);
new Heal = GetConVarInt(Set a ConVar to do this);
 
if ((HP + Heal) <= MaxHP) --- Set a MaxHP ConVar
{
       SetEntProp(i, Prop_Send, "m_iHealth", HP + Heal, 1);
}
 
else if (((HP + Heal) > MaxHP) && (HP < MaxHP))
{
       SetEntProp(i, Prop_Send, "m_iHealth", MaxHP, 1);
}
}
}
}
}
 
public IsValidClient(i)
{
 if (i == 0)
  return false;
 
 if (!IsClientConnected(i))
  return false;
 
 //if (IsFakeClient(i))
  //return false;
 
 if (!IsClientInGame(i))
  return false;
 
 if (!IsPlayerAlive(i))
  return false;
 
 if (!IsValidEntity(i))
  return false;
 
 return true;
}
That will allow for cleaner healing of the Survivors, guarantee it as long as they're alive and playing, and you can allow customization of the HP (or not and just set it standard).
I tried implementing this, and it won't complie.
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 05-22-2010 , 14:28   Re: [L4D2]Tank Rush
Reply With Quote #26

@Juice - It won't work unless properly pushed into the plugin. Since the author isn't updating I threw in just the healing aspect which should work correctly.
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Last edited by Mortiegama; 05-22-2010 at 18:10.
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thejuice027
Senior Member
Join Date: Dec 2009
Old 05-22-2010 , 17:17   Re: [L4D2]Tank Rush
Reply With Quote #27

Quote:
Originally Posted by Mortiegama View Post
@Juice - It won't work unless properly pushed into the plugin. Since the author isn't updating I threw in just the healing aspect which should work correctly.
This one's not working either, I get an error when I click on the smx, So I get the source to compile myself, and it won't compile.
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 05-22-2010 , 18:11   Re: [L4D2]Tank Rush
Reply With Quote #28

@Juice - Sorry, was doing that on the fly without testing at home. Try it now, no more errors.
Attached Files
File Type: sp Get Plugin or Get Source (L4DTankrush.sp - 830 views - 3.8 KB)
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thejuice027
Senior Member
Join Date: Dec 2009
Old 05-22-2010 , 18:53   Re: [L4D2]Tank Rush
Reply With Quote #29

im only healing 10 hp per tank kill, anyway to make it full health? and im also looking for it to heal the incapped so they stand and get a second chance on a tank death.
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Last edited by thejuice027; 05-22-2010 at 19:21.
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Discord
New Member
Join Date: May 2010
Old 05-29-2010 , 11:51   Re: [L4D2]Tank Rush
Reply With Quote #30

Quote:
Originally Posted by thejuice027 View Post
im only healing 10 hp per tank kill, anyway to make it full health? and im also looking for it to heal the incapped so they stand and get a second chance on a tank death.
If I read the sourcecode correctly there is a convar that you can change in the l4dtankrush.cfg. Change it from 10 to 100.

Thanks for the mod guys, it's great!

Edit:
Quote:
Originally Posted by birno View Post
Its not always start spawning tanks, but if i spawn one manually, after works fine.
For example Dead Center finale or Hard Rain 2. and 3. map.
Didn't work for me at all in Dead Center 2 & 3 a moment ago, didn't completely load the finale for some reason. Normal zombies in DC 3, manual Tank spawning worked just once in DC 3.

Last edited by Discord; 05-29-2010 at 12:53.
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