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Stripper:Source (Updated 2011-04-15)


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untalented893
Senior Member
Join Date: Oct 2009
Old 05-01-2010 , 03:26   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #641

Actually, It's not getting fired. If you notice all of the props are there, just invisible. This includes all of the paths. So all of the medium, hard and easy paths are being spawned at the beginning but they are invisible. It's just like the previous version of the plugin. All the paths were spawned until the plugin fired and removed the entities that weren't needed. The only difference now is that they are invisible.

/ramble
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-01-2010 , 12:50   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #642

Thats what you get for doing stuff like this at 2AM in the morning.

Ill fix it up ... and figure out a way to keep the invisible Walls unhittable aswell.
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Eraa
Senior Member
Join Date: Mar 2010
Old 05-01-2010 , 13:17   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #643

Thank you for your work on this plugin I can do without it
I'll try that now
Your repack Atomicstryker include the modif from SkaP ?

Last edited by Eraa; 05-01-2010 at 13:53. Reason: Try news version :)
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 05-01-2010 , 13:20   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #644

I didnt post the fixed files until now

Had to figure out a way so stuff wouldnt spawn by default, first.


EDIT:

Go here
http://forums.alliedmods.net/showthread.php?p=1172643

Last edited by AtomicStryker; 05-06-2010 at 11:27.
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SkaP
Senior Member
Join Date: Dec 2009
Old 05-01-2010 , 20:10   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #645

Working great. There are a few mall problems with the fences for the hard path and the other escalators existing invisibly in the other paths and blocking any progress. The hard path is also not spawning the other escalator to get back up. I think its a config problem though and I can't seem to figure it out. Here of some pics of what I mean.

Me on the invisible escalator
[IMG]http://img17.**************/img17/1743/c1m3mall0008.jpg[/IMG]

Zombies climbing invisible fence
[IMG]http://img265.**************/img265/186/c1m3mall0006.jpg[/IMG]

If anyone wants to use the old mall config that Atomic made I added it to this post. It's not as cool as the one untalnted and Atomic made but I tested it for all paths for both teams and it still works. Use it until the bugs are worked out of the new one.
Attached Files
File Type: cfg c1m3_mall.cfg (6.5 KB, 167 views)

Last edited by SkaP; 05-01-2010 at 20:43.
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untalented893
Senior Member
Join Date: Oct 2009
Old 05-02-2010 , 02:29   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #646

Skap, I made several changes to the cfg on my server to get it functioning to my liking, I will try it out and see if it is still working with the new version of the plugin. I'll try to post the new cfg soon.

EDIT: Skap, I ran the plugin with the cfg provided in the plugin zip file. I am having no trouble with the things you mentioned. Only problem I experienced was the glass remaining on the forced escalators on the first floor to the second. Use this code in the cfg to remove them. Either way, I'm probabl



PHP Code:
filter:

{
;
Removes glass from spawned escalator 1
"origin" "2147.62 -2589.29 305"
"classname" "func_breakable"
"hammerid" "8568399"
}
{
;
Removes glass from spawned escalator 2
"origin" "636.89 -4098.62 305"
"classname" "func_breakable"
"hammerid" "8566966"

RE-EDIT: I am having issues with the mall, but not the same as skap. When forcing a path it won't change other than the fact that both the hallway and stairwell are blocked. Note that this is only on the mall, tested this on the other maps and the paths spawn/despawn nicely when a path is forced.

LAST EDIT (I promise): Atomic, the entities are still spawning invisible at round start. However, I prefer this so that we can create nice exploit blocks without it having to be visually appealing (airplane exploit in particular). It's also not really a problem because they are either visible or despawned by the time you get to them.

Last edited by untalented893; 05-02-2010 at 02:55.
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Eraa
Senior Member
Join Date: Mar 2010
Old 05-02-2010 , 20:45   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #647

I have a question,
1. how to know the exact position where I want to place an object for L4D2. (it's a command in console ingame ?)

2.How should I do to refresh the file while in the game, to make the changes, should I reload the map?

3. Is possible add witch on the map via stripper ?
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BAILOPAN
Join Date: Jan 2004
Old 05-02-2010 , 21:23   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #648

I have updated the download to work with L4D2, TF, and DoD:S again. You only need to care about this if you're on Linux.
__________________
egg
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untalented893
Senior Member
Join Date: Oct 2009
Old 05-02-2010 , 21:37   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #649

Quote:
Originally Posted by Eraa View Post
I have a question,
1. how to know the exact position where I want to place an object for L4D2. (it's a command in console ingame ?)

2.How should I do to refresh the file while in the game, to make the changes, should I reload the map?

3. Is possible add witch on the map via stripper ?
1. "getpos" (height is given at eye level)

2. Reload the map

3. See post below

Last edited by untalented893; 05-02-2010 at 23:16.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-02-2010 , 23:15   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #650

3. see hard rain map 2..
Quote:
{
"origin" "2234.59 -4250.76 132"
"targetname" "spawn_witch"
"population" "witch"
"angles" "0 0 0"
"classname" "info_zombie_spawn"
"hammerid" "38804"
}
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