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Stripper:Source (Updated 2011-04-15)


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dbmiller5
Senior Member
Join Date: Jun 2011
Old 01-16-2012 , 18:56   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #881

Hi, I am trying to remove some built in teleporters in a tf2 map. I dont want to edit the map since its a very popular map name and it would ruin my server population. I really have no idea where to start using stripper:source?
I added this in the global:
Quote:
filter:
{
"classname" "trigger_teleport"
}
And it worked!!

Last edited by dbmiller5; 01-16-2012 at 19:16.
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pel1944
Junior Member
Join Date: Jan 2012
Old 01-23-2012 , 06:23   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #882

Just a quick update. I did some more experimenting and found out if I place the medkits outside the saferoom they will spawn. Not sure why it is a problem to spawn them inside the saferoom
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JackieChan
AlliedModders Donor
Join Date: Nov 2009
Old 01-23-2012 , 16:56   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #883

Try using something like this and only having these for each kit spawn:

Code:
{
    ;Spawn Safe Room Kits
    "solid" "6"
    "body" "0"
    "origin" "690 708 -446"
    "angles" "0 180 0"
    "model" "models/w_models/weapons/w_eq_medkit.mdl"
    "classname" "weapon_first_aid_kit_spawn"
}
I was always able to get kits to spawn in the saferoom and never had any problems with level transitions. I've since moved on from using Stripper to ensure that all survivors get kits and instead have it so one of my plugins gives all survivors a kit once someone leaves the safe room.
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pel1944
Junior Member
Join Date: Jan 2012
Old 01-24-2012 , 02:30   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #884

Thank you Jackie Chan. I will try when I come home.
Funny thing is that I have a friend that also is using Linux and Stripper and is able to spawn medkits in saferoom.

Since I would only be using stripper to spawn and possble remove medkits and it is very cumbersome to do this manually, could you please share with me the code used to give people medkits when players leave the saferoom? It would make it much easier when changing the number of players on my server

Last edited by pel1944; 01-24-2012 at 02:35.
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pel1944
Junior Member
Join Date: Jan 2012
Old 01-24-2012 , 13:22   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #885

Nope, did not work. Back to putting medkits outside saferoom
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Zbeer
SourceMod Donor
Join Date: Aug 2010
Old 01-26-2012 , 13:18   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #886

It is possible to change all T1 Weapons with T2 weapons?
How?

Thanks!
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Austinbots
Member
Join Date: Jan 2010
Old 01-31-2012 , 23:21   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #887

Quote:
Originally Posted by pel1944 View Post
Just a quick update. I did some more experimenting and found out if I place the medkits outside the saferoom they will spawn. Not sure why it is a problem to spawn them inside the saferoom

Try add this flag to your medkits entity.
It is a "must exist" flag.

"spawnflags" "2"
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pel1944
Junior Member
Join Date: Jan 2012
Old 02-02-2012 , 12:04   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #888

Thanks for the input, but if you see my original post, #878 I am using this flag. It does not help
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Chronic1
SourceMod Donor
Join Date: Jun 2011
Old 02-05-2012 , 16:41   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #889

Can someone show me how to remove all the pills from the saferoom?
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Marcus101RR
Veteran Member
Join Date: Aug 2009
Location: Tampa, FL
Old 02-22-2012 , 15:23   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #890

Anyone have L4D1 Stripper Maps? I like to find a good pro-style map layout.
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