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[L4D2] Routing (Dynamic Paths)


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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 06-16-2010 , 23:05   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #151

Eraa can u give the code to place m60 in untalented cfg and maybe some heavy machine gun on final ?
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DarrenToh
Member
Join Date: Mar 2010
Old 06-17-2010 , 03:08   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #152

Quote:
Originally Posted by ghosthunterfool View Post
its fixed in untalented version
Not fixed : survivors are able to squeeze through the fence and then proceed with the glitch.

And if he adds another fence there then smokers have a huge disadvantage and it will actually affect gameplay, I recommend removing all the fences and just add 2 fences to the exploits.
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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 06-17-2010 , 03:57   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #153

ya its not working for co op get the fixed version =X
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Eraa
Senior Member
Join Date: Mar 2010
Old 06-17-2010 , 12:14   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #154

Quote:
Originally Posted by McFlurry View Post
Is it me or is the weapon unlock plugin not working? I have Atomic's version installed and it never replaces any of the weapons.
it's work for me, only guncontrol don't remplace grenade launcher on c2m5_concert (l4d2_guncontrol_turnGLintoM60chance "1") beter to ask on guncontrol post ^_^

@ghosthunterfool
you need add this code on the map.cfg
Code:
add:
{
    "origin" "923 4573 88" <- EDIT
    "weapon_selection" "weapon_rifle_m60"
    "spawnflags" "2"
    "solid" "6"
    "skin" "0"
    "disableshadows" "1"
    "count" "1"
    "body" "0"
    "angles" "0 180 90" <- EDIT
    "classname" "weapon_spawn"
    "hammerid" "2338600"
}
Edit origin : launch your game go where you want place it, type "getpos" and change it to the code, reload map.
Edit angles..
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untalented893
Senior Member
Join Date: Oct 2009
Old 06-17-2010 , 17:49   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #155

Quote:
Originally Posted by DarrenToh View Post
Not fixed : survivors are able to squeeze through the fence and then proceed with the glitch.

And if he adds another fence there then smokers have a huge disadvantage and it will actually affect gameplay, I recommend removing all the fences and just add 2 fences to the exploits.
I will look into this and hopefully get a fix out by tomorrow or tonight. Any other problems anyone noticed?

EDIT: Provided that this is the spot that you were talking about. There will be a fix tonight or tomorrow. I'm testing it out now. It will just be an invisible wall to block both sides. How exactly would another fence make a disadvantage for the smoker though?

Last edited by untalented893; 06-17-2010 at 18:24.
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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 06-17-2010 , 23:59   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #156

thx era =D, wat about the heavy machine gun (turret) ?
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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 06-18-2010 , 01:17   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #157

Era why does the spawn of m60 is infinate? i wanted only 1 m60 to spawn once taken gone! Even i set count to 1 its still spawning 4 m60 ...

Last edited by ghosthunterfool; 06-18-2010 at 01:41.
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DarrenToh
Member
Join Date: Mar 2010
Old 06-18-2010 , 03:22   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #158

Quote:
Originally Posted by untalented893 View Post
I will look into this and hopefully get a fix out by tomorrow or tonight. Any other problems anyone noticed?

EDIT: Provided that this is the spot that you were talking about. There will be a fix tonight or tomorrow. I'm testing it out now. It will just be an invisible wall to block both sides. How exactly would another fence make a disadvantage for the smoker though?
Yeah thats what im talking abt
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untalented893
Senior Member
Join Date: Oct 2009
Old 06-18-2010 , 16:39   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #159

Here is the updated Dark Carnival maps. Again, Dead Center has no update, just there for convenience.

Changes

-Fixed coaster exploit (for real)

See my post on page 21 for the most up to date files

Last edited by untalented893; 08-08-2010 at 19:58.
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IronWarrior
Veteran Member
Join Date: Jan 2010
Old 06-30-2010 , 15:01   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #160

Quote:
Originally Posted by Eraa View Post
Completely forgetting to post the modified swamp, here they are :
c3m1_plankcountry - c3m2_swamp - c3m3_shantytown
Any chance of some screenshots of the changes please?
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