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[L4D & L4D2] Mutant Tanks (v8.76, 8-1-2020) [Human/AI Tanks Supported]


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Mi.Cura
Senior Member
Join Date: Dec 2016
Location: Brazil
Old 07-01-2020 , 09:41   Re: [L4D & L4D2] Mutant Tanks (v8.74, 6-24-2020) [Human/AI Tanks Supported]
Reply With Quote #761

Quote:
Originally Posted by Crasher_3637 View Post
1. Using those exact settings for Clone Tank, clones are spawning just fine. It seems like a problem on your end.
2. I'm not sure what you mean about disabled Tanks spawning. Only one other person has reported this but it doesn't happen often to that person. I've looked at the code multiple times and ran many tests. Disabled Tanks don't spawn for me in the latest version at all.
3. There seems to be a caching problem when saving the initial values for player speed/gravity. In the next update, I will just reset them to 1.0 to avoid unnecessary bugs like the one you reported. While caching is very useful, it's very inaccurate because any plugin can change the initial values before any of those abilities trigger.

Thanks for reporting.
Thanks for the answer,

The strangest thing is that I tested both versions 8.66 and 8.74, on the same server and the same map location.

As you can see in the image I attached in the link, the results for the spawn "Clone" were different.

https://drive.google.com/file/d/1FxL...ew?usp=sharing
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Last edited by Mi.Cura; 07-01-2020 at 09:45.
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Electr000999
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Join Date: Aug 2011
Location: Russia, Perm
Old 07-01-2020 , 09:43   Re: [L4D & L4D2] Mutant Tanks (v8.74, 6-24-2020) [Human/AI Tanks Supported]
Reply With Quote #762

Crasher_3637,
make StopSound(entity, SNDCHAN_BODY, "player/tank/attack/thrown_missile_loop_1.wav");
after every break tank rock, players do not need to listen tank rock fly sound (sometimes this sound stuck, this also was old bug in super tanks)

edit:

just add in callback public void OnEntityDestroyed(int entity) after if (StrEqual(sClassname, "tank_rock")) or after if (bIsTankAllowed(iThrower) && bHasCoreAdminAccess(iThrower) && g_esTank[g_esPlayer[iThrower].g_iTankType].g_iTankEnabled == 1) if you need to make sure that it really is from mutant tank

Last edited by Electr000999; 07-01-2020 at 09:59.
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Crasher_3637
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Join Date: May 2012
Old 07-01-2020 , 09:47   Re: [L4D & L4D2] Mutant Tanks (v8.74, 6-24-2020) [Human/AI Tanks Supported]
Reply With Quote #763

Quote:
Originally Posted by Electr000999 View Post
Crasher_3637,
make StopSound(entity, SNDCHAN_BODY, "player/tank/attack/thrown_missile_loop_1.wav");
after every break tank rock, players do not need to listen tank rock fly sound (sometimes this sound stuck, this also was old bug in super tanks)
If I remember correctly, this was suggested before in a different way and it didn't really fix the issue, however, I'll add that in the next update just to be sure. Thanks for bringing this up.
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AlexAlcala
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Join Date: May 2019
Location: Perú
Old 07-02-2020 , 04:06   Re: [L4D & L4D2] Mutant Tanks (v8.74, 6-24-2020) [Human/AI Tanks Supported]
Reply With Quote #764



sell that error when compiling
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Crasher_3637
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Old 07-02-2020 , 04:07   Re: [L4D & L4D2] Mutant Tanks (v8.74, 6-24-2020) [Human/AI Tanks Supported]
Reply With Quote #765

Quote:
Originally Posted by AlexAlcala View Post


sell that error when compiling
Read the requirements.
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Marttt
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Join Date: Jan 2019
Old 07-02-2020 , 07:47   Re: [L4D & L4D2] Mutant Tanks (v8.74, 6-24-2020) [Human/AI Tanks Supported]
Reply With Quote #766

AlexAlcala, you need SM1.11 version.

GetCmdArgInt doesn't exist on SM1.10 and below.
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Crasher_3637
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Old 07-05-2020 , 04:13   Re: [L4D & L4D2] Mutant Tanks (v8.75, 7-5-2020) [Human/AI Tanks Supported]
Reply With Quote #767

Version 8.75 is out!

Download | Changelog

*Requires SourceMod 1.11.0.6511 or higher.
*Optional: DHooks.
*Optional: Left 4 DHooks Direct.
*Important: READ THE CHANGELOG.MD FILE FOR A DETAILED LIST OF CHANGES!
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Mi.Cura
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Old 07-05-2020 , 14:38   Re: [L4D & L4D2] Mutant Tanks (v8.75, 7-5-2020) [Human/AI Tanks Supported]
Reply With Quote #768

Hello Crasher, to report:

1) Now I can't get 2 Tanks at the same time with any of these configurations:

"Waves"
{
"Regular Amount" "2"
"Regular Interval" "300.0"
"Regular Limit" "0"
"Regular Wave" "0"
}

"Waves"
{
"Regular Amount" "2"
"Regular Interval" "300.0"
"Regular Limit" "1"
"Regular Wave" "0"
}

Before I was able to get 2 Tanks at the same time with this configuration, it was the only way, but now it doesn't work either:
"Waves"
{
"Regular Amount" "2"
"Regular Interval" "0.5"
"Regular Limit" "0"
"Regular Wave" "1"
}

2) Finale Tanks (works well, spawn 2 Tanks)
Finale Waves "" 2,2,2 "

3) Fixed the `Drunk`,` Gravity`, and `Slow` abilities.
Now they are working perfectly.
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Crasher_3637
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Old 07-05-2020 , 14:58   Re: [L4D & L4D2] Mutant Tanks (v8.75, 7-5-2020) [Human/AI Tanks Supported]
Reply With Quote #769

Quote:
Originally Posted by Mi.Cura View Post
Hello Crasher, to report:

1) Now I can't get 2 Tanks at the same time with any of these configurations:

"Waves"
{
"Regular Amount" "2"
"Regular Interval" "300.0"
"Regular Limit" "0"
"Regular Wave" "0"
}

"Waves"
{
"Regular Amount" "2"
"Regular Interval" "300.0"
"Regular Limit" "1"
"Regular Wave" "0"
}

Before I was able to get 2 Tanks at the same time with this configuration, it was the only way, but now it doesn't work either:
"Waves"
{
"Regular Amount" "2"
"Regular Interval" "0.5"
"Regular Limit" "0"
"Regular Wave" "1"
}

2) Finale Tanks (works well, spawn 2 Tanks)
Finale Waves "" 2,2,2 "

3) Fixed the `Drunk`,` Gravity`, and `Slow` abilities.
Now they are working perfectly.
Read INFORMATION.md.

PHP Code:
// Spawn this many Tanks on non-finale maps periodically.
// Note: Leave this off if you have a Multi-Tanks plugin installed that handles the limit.
// Note: This will not work unless "Regular Mode" is set to 1.
// --
// Minimum: 0
// Maximum: 16
// --
// 0: OFF, no limit (only one Tank will spawn).
// 1-16: ON, the number of Tanks that will spawn.
"Regular Amount"            "0"

// The mode of the regular wave spawner.
// Note: Do not change this setting if you are unsure of how it works.
// Note: This setting does not need the "Regular Wave" setting to be enabled.
// --
// 0: Wait for a Tank to spawn before spawning extra Tanks. (Recommended)
// 1: Use "Regular Wave" to spawn Tanks.
"Regular Mode"                "0"

// Spawn Tanks on non-finale maps periodically.
// Note: Leave this off if you want a generic spawn rate for Tanks or if you have a Multi-Tanks plugin installed.
// Note: This will not work unless "Regular Mode" is set to 1.
// --
// 0: OFF
// 1: ON
"Regular Wave"                "0" 
This works fine for me:

PHP Code:
"Mutant Tanks"
{
    
"Waves"
    
{
        
"Regular Amount"        "2"
        "Regular Mode"            "1"
        "Regular Wave"            "1"
    
}

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Last edited by Crasher_3637; 07-05-2020 at 15:00.
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Mi.Cura
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Join Date: Dec 2016
Location: Brazil
Old 07-05-2020 , 15:37   Re: [L4D & L4D2] Mutant Tanks (v8.75, 7-5-2020) [Human/AI Tanks Supported]
Reply With Quote #770

Quote:
Originally Posted by Crasher_3637 View Post
Read INFORMATION.md.

PHP Code:
// Spawn this many Tanks on non-finale maps periodically.
// Note: Leave this off if you have a Multi-Tanks plugin installed that handles the limit.
// Note: This will not work unless "Regular Mode" is set to 1.
// --
// Minimum: 0
// Maximum: 16
// --
// 0: OFF, no limit (only one Tank will spawn).
// 1-16: ON, the number of Tanks that will spawn.
"Regular Amount"            "0"

// The mode of the regular wave spawner.
// Note: Do not change this setting if you are unsure of how it works.
// Note: This setting does not need the "Regular Wave" setting to be enabled.
// --
// 0: Wait for a Tank to spawn before spawning extra Tanks. (Recommended)
// 1: Use "Regular Wave" to spawn Tanks.
"Regular Mode"                "0"

// Spawn Tanks on non-finale maps periodically.
// Note: Leave this off if you want a generic spawn rate for Tanks or if you have a Multi-Tanks plugin installed.
// Note: This will not work unless "Regular Mode" is set to 1.
// --
// 0: OFF
// 1: ON
"Regular Wave"                "0" 
This works fine for me:

PHP Code:
"Mutant Tanks"
{
    
"Waves"
    
{
        
"Regular Amount"        "2"
        "Regular Mode"            "1"
        "Regular Wave"            "1"
    
}

so I need to use Regular Interval, right?

"Waves"
{
"Regular Amount" "2"
"Regular Interval" "300.0"
"Regular Limit" "0"
"Regular Type" "1-125"
"Regular Wave" "1"
"Regular Mode" "1"
"Finale Types" "1-125,1-125,1-125"
"Finale Waves" "2,2,2"
}
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Last edited by Mi.Cura; 07-05-2020 at 15:41.
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