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[L4D2] Standardized Revamp Structure 1.0 RTW


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apapersack
Junior Member
Join Date: Sep 2009
Old 01-18-2010 , 15:41   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #21

on my server im already running confogl, but i am very intrigued by the ghost tank and the common despawning. how would i go about adding those two individually?
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satannuts
Member
Join Date: Jan 2010
Old 01-18-2010 , 15:46   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #22

I see that Left 4 Downtown Extension 0.4.5 or later needs to be installed for this to work. Can I use another alternative to That extension?

Could it be used with or is it compatible with L4DToolz metamod plugin?

nice work btw.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 01-18-2010 , 18:03   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #23

Quote:
Originally Posted by Frus View Post
Yes, still one tank or witch on intros, and one extra tank or witch on finales.

Quote:
Originally Posted by Downtown1 View Post
Director game bug has existed since L4D1, put versus_witch_chance_intro 0 and versus_tank_chance_intro 1 (or the other way around). Director will only spawn in a witch OR a tank, never both on intro maps.

thx for clearing it up guys. i never considered it a bug. i thought its a feature
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gamemann
Veteran Member
Join Date: Sep 2009
Location: Mullica Hill, New Jersey
Old 01-18-2010 , 18:46   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #24

AWESOME PLUGIN! its great!!!
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-18-2010 , 22:33   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #25

Quote:
Originally Posted by satannuts View Post
I see that Left 4 Downtown Extension 0.4.5 or later needs to be installed for this to work. Can I use another alternative to That extension?

Could it be used with or is it compatible with L4DToolz metamod plugin?

nice work btw.
It's required, no way around it.. you can use it to go up to 18 player slots anyway

But if you really insist you can have them side-by-side there's not a compatibility issue.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 01-18-2010 , 23:31   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #26

Quote:
Originally Posted by Downtown1 View Post

But if you really insist you can have them side-by-side there's not a compatibility issue.
both are essential. l4dtoolz has the finale free spawn cvar.
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-19-2010 , 01:51   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #27

just ran a game of Dark Carnival tonight... I disabled the debug which I shouldn't have since it was spamming chat with all the debug info...
I'll adjust the cvar for my next game... Anyway, I don't use the config as it is default since I don't run a comp server but I did disable Grenade Launchers...

Sadly the infamous infinite spawn launcher was still there on the DaC finale.

Also, I noticed on The Parish map 1 that instead of a Tank it spawned a witch although it never used to.
I'm guessing that was intentional since the map is so short. Is that correct?

Here's how I have the config set now... I just changed the Debug section for this post. Is it set correctly to log to the server but not spam chat?

Code:
srs_bosses_unprohibit "1"
srs_debug "1"
srs_debug_in "1"
srs_debug_out "3"

srs_infected_despawn "1"
srs_infected_despawn_distance "700.0"
srs_infected_despawn_min_advance "33.0"
srs_infected_despawn_min_lifetime "15.0"
srs_infected_despawn_near_safety "1000.0"
srs_infected_respawn "1"

srs_remove_enabled "1"
srs_remove_chainsaw "0"
srs_remove_defib "0"
srs_remove_explosive "1"
srs_remove_grenade_launcher "1"
srs_remove_incendiary "0"
srs_remove_laser "0"
srs_remove_medkits "0"
srs_remove_saferoom_medkits "0"
srs_remove_unreplaced_pills "0"

srs_tank_immunity_time "2.0"
srs_tank_prelight_fix "1"

srs_water_brake "1"
srs_water_brake_speed "0.7"
srs_water_slow_jockey "0"

sm_cvar versus_tank_chance_intro 1
sm_cvar versus_tank_chance_finale 1
sm_cvar versus_tank_chance 1

sm_cvar versus_witch_chance 1.0
sm_cvar versus_witch_chance_finale 0.0
sm_cvar versus_witch_chance_intro 1.0
I'll run another game tomorrow and post the logs assuming I have the debug parameters set correctly.
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Frus
Senior Member
Join Date: Aug 2009
Old 01-19-2010 , 01:55   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #28

Quote:
sm_cvar versus_witch_chance_intro 1.0
You can only have a tank or a witch on intro levels, if you want a tank every time set this to 0.

Your debug will print to the server and log files. Nothing will be visible to clients.
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dacomb
Senior Member
Join Date: Oct 2009
Old 01-19-2010 , 01:59   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #29

Quote:
Originally Posted by Frus View Post
You can only have a tank or a witch on intro levels, if you want a tank every time set this to 0.

Your debug will print to the server and log files. Nothing will be visible to clients.
Fabulous. thanks man!

I had a tank spawn on DeC1 at the elevator! It made for great fun...

I'll swap that up though.

I'll post up logs from games I run if that's helpful for you.
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ZenZeZ
Junior Member
Join Date: Mar 2009
Old 01-19-2010 , 07:10   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
Reply With Quote #30

For Dead Center 1 , a witch and a tank spawns.
Here are the configs i have set
sm_cvar versus_tank_chance_intro 1
sm_cvar versus_tank_chance_finale 1
sm_cvar versus_tank_chance 1

sm_cvar versus_witch_chance_intro 0
sm_cvar versus_witch_chance_finale 0
sm_cvar versus_witch_chance 1.0

Also , is it possible to teleport the tank to the survivors on Dead Center 1 if it spawned below. As there's no possible route for the tank to climb up defaulting to a guaranteed pass to A.I.
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