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[L4D2] Hulking Tank


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Sev
Veteran Member
Join Date: May 2010
Old 03-01-2014 , 20:12   Re: [L4D2] Hulking Tank
Reply With Quote #11

Having the same issue I was having with the new hunter plugin.

The plugin not recognizing cvar changes labeled in the server.cfg.
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 03-02-2014 , 08:57   Re: [L4D2] Hulking Tank
Reply With Quote #12

Quote:
Originally Posted by Sev View Post
Having the same issue I was having with the new hunter plugin.

The plugin not recognizing cvar changes labeled in the server.cfg.
That's because they can't be set in the server.cfg, they need to be set in their own cfg file. L4d2.hulking tank.cfg in the cfg\sourcemod folder.
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DeathChaos25
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Join Date: Jan 2014
Location: Puerto Rico
Old 03-03-2014 , 14:00   Re: [L4D2] Hulking Tank
Reply With Quote #13

After seeing the Titan Fist in action, and getting sent flying countless times by it and because of boomer explosions, I realized that I love getting sent flying all the time.

Is there a way to make it so that in Expert the Tank still sends you flying instead of just instantly incapping you?

And is there a way to make it so that if you get hit by the Tank while Incapped, you still get sent flying too (Titan Fist also accomplishes this part btw).

Basically, instead of just being the Titan Fist, is there a way to make it so that EVERY hit on Expert sends you flying?

I love playing on Expert, but imo the Tank should always make you go flying because of the force behind his punches ;p
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Carl Sagan
Senior Member
Join Date: Jan 2014
Old 04-05-2014 , 19:44   Re: [L4D2] Hulking Tank
Reply With Quote #14

Did you fix the "super roar" issue for tank roar? The one where survivors are flung all the way to the skybox and fall to their death?

Edit: Tested it out and this plugin's roar feels different than the old one. Hopefully that means it was fixed

Edit 2: Can you add an option so a tank has to be below x health before they can roar? Just like the original Tank Roar plugin.

Edit 3: And can we get an option to disable everything except the tank bellow? I noticed tanks get an extra 50% health. Would prefer to turn that off.

Last edited by Carl Sagan; 04-07-2014 at 14:38.
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 04-09-2014 , 13:38   Re: [L4D2] Hulking Tank
Reply With Quote #15

Quote:
Originally Posted by DeathChaos25 View Post
After seeing the Titan Fist in action, and getting sent flying countless times by it and because of boomer explosions, I realized that I love getting sent flying all the time.

Is there a way to make it so that in Expert the Tank still sends you flying instead of just instantly incapping you?

And is there a way to make it so that if you get hit by the Tank while Incapped, you still get sent flying too (Titan Fist also accomplishes this part btw).

Basically, instead of just being the Titan Fist, is there a way to make it so that EVERY hit on Expert sends you flying?

I love playing on Expert, but imo the Tank should always make you go flying because of the force behind his punches ;p
Added in a cvar to control TitanFistIncap. If enabled everytime you incap a survivor it'll send them flying.

Quote:
Originally Posted by Carl Sagan View Post
Did you fix the "super roar" issue for tank roar? The one where survivors are flung all the way to the skybox and fall to their death?

Edit: Tested it out and this plugin's roar feels different than the old one. Hopefully that means it was fixed

Edit 2: Can you add an option so a tank has to be below x health before they can roar? Just like the original Tank Roar plugin.

Edit 3: And can we get an option to disable everything except the tank bellow? I noticed tanks get an extra 50% health. Would prefer to turn that off.
Q1: I completely rewrote the roar affects but used that plugin as a basis. It fixes everything that plugin had problems with though.

Q2: Added in a cvar to control the health required for Titanic Bellow.

Q3: Nothing should be modifying the Tank HP unless you start to hibernate. If you want to disable the other parts just look in the CFG file and put 0 next to the other abilities you don't wish to use.
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Sev
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Join Date: May 2010
Old 04-09-2014 , 16:30   Re: [L4D2] Hulking Tank
Reply With Quote #16

I was just thinking of another feature that be cool as a toggable cvar option for the VS tank.

Not sure how much work or feasible it would be. I've only seen it once before and it was never a public addition.

Anyway the idea is simple.

As a VS exclusive. Allow the tank to spawn in like SI.

1. Survivors move through the map
2. Tank notification per usual
3. The SI player gets a ghost tank just like how the SI spawn into the game
4. Like frustration, the tank has a set amount of time he has to spawn into the map
5. Unlike frustration, this timer keeps going
6. If the players exceeds the timer, like frustration, it goes to the next player
7. If two SI players exceed the limit, the tank will spawn like normal as an AI tank
8. The spawn radius of the ghosted tank should be the same as SI
9. Once the player tank leaves ghost to spawn into the map, normal rules apply like frustration, etc

Last edited by Sev; 04-09-2014 at 16:30.
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Mortiegama
Senior Member
Join Date: Feb 2010
Old 04-10-2014 , 10:43   Re: [L4D2] Hulking Tank
Reply With Quote #17

Quote:
Originally Posted by Sev View Post
I was just thinking of another feature that be cool as a toggable cvar option for the VS tank.

Not sure how much work or feasible it would be. I've only seen it once before and it was never a public addition.

Anyway the idea is simple.

As a VS exclusive. Allow the tank to spawn in like SI.

1. Survivors move through the map
2. Tank notification per usual
3. The SI player gets a ghost tank just like how the SI spawn into the game
4. Like frustration, the tank has a set amount of time he has to spawn into the map
5. Unlike frustration, this timer keeps going
6. If the players exceeds the timer, like frustration, it goes to the next player
7. If two SI players exceed the limit, the tank will spawn like normal as an AI tank
8. The spawn radius of the ghosted tank should be the same as SI
9. Once the player tank leaves ghost to spawn into the map, normal rules apply like frustration, etc
It can theoretically be done. I'd need to suppress the director and then lottery pick a player to become tank. They'd have the SI ghost but when they spawn it would become a Tank.
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Carl Sagan
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Join Date: Jan 2014
Old 04-19-2014 , 00:41   Re: [L4D2] Hulking Tank
Reply With Quote #18

Quote:
Originally Posted by Mortiegama View Post
It can theoretically be done. I'd need to suppress the director and then lottery pick a player to become tank. They'd have the SI ghost but when they spawn it would become a Tank.
I actually just did this for Tank Rush with the help of Infected Spawn API.

Here's a the bit of code you'll need to change someone from tank to ghost and keep them in the same spot:

PHP Code:
new m_vecVelocity0 FindSendPropInfo("CTerrorPlayer""m_vecVelocity[0]");

decl Float:AbsOrigin[3];
decl Float:EyeAngles[3];
decl Float:Velocity[3];

GetClientAbsOrigin(client,AbsOrigin);
GetClientEyeAngles(client,EyeAngles);

Velocity[0] = GetEntDataFloat(client,m_vecVelocity0);
Velocity[1] = GetEntDataFloat(client,m_vecVelocity0 4);
Velocity[2] = GetEntDataFloat(client,m_vecVelocity0 8);

new 
m_isCulling FindSendPropInfo("CTerrorPlayer","m_isCulling");
SetEntData(client,m_isCulling,1,1);
SDKCall(g_hZombieAbortControl,client,0.0);
            
TeleportEntity(clientAbsOriginEyeAnglesVelocity); 
And you'll need this in the gamedata file (which is used in the SDKCall above):

Code:
"Games"
{
	"left4dead2"
	{
		"Signatures"
		{
			"ZombieAbortControl"
			{
				"library"	"server"
				"windows"	"\x55\x8b\xec\x83\xec*\x56\x8b\xf1\xe8****\x83\xf8*\x0f\x85****\x8b\x06\x8b\x90***\x00\x8b\xce\xff\xd2\x84\xc0"
				"linux"		"@_ZN13CTerrorPlayer24PlayerZombieAbortControlEv"
			}
		}
	}
}
You can actually use that bit of code on the player_spawn event and check if they're a non-bot tank, then turn them into a ghost.

The only problem I had (which may be unique to Tank Rush) is if another tank spawns the ghost tank will still be a candidate to take control of that tank. Shouldn't be a problem in a regular versus server though.
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Sev
Veteran Member
Join Date: May 2010
Old 05-21-2014 , 07:42   Re: [L4D2] Hulking Tank
Reply With Quote #19

Newest version not recognizing config cvars.

I disable everything except burning rage, but he's still allowed to use titan fist. I know this because I get the printochat message.

Code:
// This file was auto-generated by SourceMod (v1.6.0-dev+4317)
// ConVars for plugin "L4D2 Hulking Tank.smx"


// Enables the Smouldering Earth ability, Tank is able to throw a burning rock that explodes when hitting the ground. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_SmoulderingEarth "0"

// Enables the Burning Rage ability, Tank's movement speed increases when on fire. (Def 1)
// -
// Default: "1"
// Minimum: "0.000000"
l4d_htm_burningrage "1"

// Amount of extra damage done to Survivors while Tank is on fire. (Def 3)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_burningragedamage "0"

// Enables the Burning Rage Fist ability, Tank deals extra damage when on fire. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_burningragefist "0"

// How much of a speed boost does Burning Rage give. (Def 1.25)
// -
// Default: "1.25"
// Minimum: "0.000000"
l4d_htm_burningragespeed "1.25"

// Enables the Hibernation ability, Tank stops to hibernate and will regenerate health while taking extra damage. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_hibernation "0"

// Amount of time before the Tank can Hibernate again. (Def 120)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_hibernationcooldown "0"

// Multiplier for damage received by Tank while Hibernating. (Def 2.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_hibernationdamage "0"

// Amount of time the Hibernation will take before completion. (Def 10.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_hibernationduration "0"

// Amount of health the Tank will be set to once done Hibernating. (Def 6000.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_hibernationregen "0"

// Enables the Phanton Tank ability, when spawning the Tank will be immune to damage and fire until a player takes control. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_phantomtank "0"

// Amount of time after a player takes control of the Tank that the damage and fire immunity ends. (Def 3.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_phantomtankduration "0"

// Damage the exploding rock causes nearby Survivors. (Def 7)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_smoulderingearthdamage "0"

// Amount of power behind the explosion. (Def 200.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_smoulderingearthpower "0"

// Area around the exploding rock that will reach Survivors. (Def 300.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_smoulderingearthrange "0"

// Type of rock thrown, 1 = Rock is always on fire, 2 = Rock only on fire if Tank is on fire.
// -
// Default: "2"
// Minimum: "1.000000"
// Maximum: "2.000000"
l4d_htm_smoulderingearthtype "2"

// Enables the Titan Fist ability, Tank is able to send out shockwaves through the air with its fist. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanfist "0"

// Amount of time before the Tank can send another Titan Fist shockwave. (Def 15)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanfistcooldown "0"

// Amount of damage done to Survivors hit by the Titan Fist shockwave. (Def 5)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanfistdamage "0"

// Enables the Titan Fist Incap ability, if a Survivor is incapped by the Tank punch they will still be flung. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanfistincap "0"

// Force behind the Titan Fist shockwave. (Def 200.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanfistpower "0"

// Distance the Titan Fist shockwave will travel. (Def 700.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanfistrange "0"

// Enables the Titanic Bellow ability, Tank is able to roar and send nearby Survivors flying or pull them to the Tank. (Def 1)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanicbellow "0"

// Amount of time between Titanic Bellows. (Def 5.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanicbellowcooldown "0"

// Damage the force of the roar causes to nearby survivors. (Def 10)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanicbellowdamage "0"

// Amount of health the Tank must be at (or below) to use Titanic Belllow (0 = disabled). (Def 0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanicbellowhealth "0"

// Power behind the inner range of Methane Blast. (Def 300.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanicbellowpower "0"

// Area around the Tank the bellow will reach. (Def 700.0)
// -
// Default: "0"
// Minimum: "0.000000"
l4d_htm_titanicbellowrange "0"

// Type of roar, 1 = Survivors are pushed away from Tank, 2 = Survivors are pulled towards Tank.
// -
// Default: "1"
// Minimum: "1.000000"
// Maximum: "2.000000"
l4d_htm_titanicbellowtype "1"

// Hulking Tank Version
// -
// Default: "1.11"
l4d_htm_version "1.11"

Last edited by Sev; 05-21-2014 at 07:46.
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sos crazy89
Member
Join Date: May 2015
Location: Russia
Old 09-22-2015 , 07:43   Re: [L4D2] Hulking Tank
Reply With Quote #20

Good work sir
I'll try to make left 4 dead 1 version
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