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[L4D & L4D2] Flare (2.9) [07-Nov-2023]


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Dont Fear The Reaper
Member
Join Date: Nov 2011
Old 05-17-2012 , 15:07   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #11

German translation for those who want it.
Attached Files
File Type: txt flare.phrases.txt (1.7 KB, 286 views)
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id5473
Member
Join Date: Mar 2012
Old 06-24-2012 , 07:08   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #12

The plugin works from what I can tell but it seems to revert to it's default config after the first mapchange, ignoring everything which has been defined in the cfg.

scenario: I can play the first map of any campaign with it behaving like it should.
but after the second map has loaded it just seems to ignore the cfg file. (in my case it starts printing the advertisement again and incapped players are getting flared which should not happen according to my cfg)

that's my cfg file:

Code:
// This file was auto-generated by SourceMod (v1.4.3)
// ConVars for plugin "l4d_flare.smx"


// 0=Plugin off, 1=Plugin on.
// -
// Default: "1"
l4d_flare_allow "1"

// 0=Disable sm_self command. 1=Incapped only (not admins). 2=Any time.
// -
// Default: "2"
// Minimum: "0.000000"
// Maximum: "2.000000"
l4d_flare_attach_cmd_allow "0"

// Players with these flags may use the sm_flareme command. (Empty = all).
// -
// Default: ""
l4d_flare_attach_cmd_flags "z"

// Adds the pipebomb fuse particles to the flare.
// -
// Default: "1"
l4d_flare_attach_fuse "1"

// 0=Off, 1=Attaches light_dynamic glow to the player.
// -
// Default: "1"
l4d_flare_attach_light_allow "1"

// The default light color. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue.
// -
// Default: "200 20 15"
l4d_flare_attach_light_colour "200 20 15"

// 0=Off, 1=Adds The Sacrifice flare smoke particles.
// -
// Default: "1"
l4d_flare_attach_stock "1"

// How long the attached flares should burn. 1 flare per player.
// -
// Default: "10.0"
// Minimum: "1.000000"
// Maximum: "60.000000"
l4d_flare_attach_time "30.0"

// 0=Disable sm_flare command. 1=Incapped only (not admins). 2=Any time.
// -
// Default: "2"
l4d_flare_ground_cmd_allow "2"

// Players with these flags may use the sm_flare command. Empty = all.
// -
// Default: ""
l4d_flare_ground_cmd_flags ""

// Adds the pipebomb fuse particles to the flare.
// -
// Default: "0"
l4d_flare_ground_fuse "0"

// Light glow around flare. 0=Off, 1=light_dynamic, 2=point_spotlight.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "2.000000"
l4d_flare_ground_light_allow "1"

// Brightness of the light <10-255>.
// -
// Default: "255"
// Minimum: "10.000000"
// Maximum: "255.000000"
l4d_flare_ground_light_bright "255"

// The default light color. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue.
// -
// Default: "200 20 15"
l4d_flare_ground_light_colour "200 20 15"

// 0=Off, 1=Adds extra smoke to the flare (env_steam).
// -
// Default: "0"
l4d_flare_ground_smoke_allow "0"

// Transparency of the extra smoke (10-255).
// -
// Default: "60"
// Minimum: "10.000000"
// Maximum: "255.000000"
l4d_flare_ground_smoke_alpha "60"

// The extra smoke color. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue.
// -
// Default: "200 20 15"
l4d_flare_ground_smoke_colour "200 20 15"

// How tall the extra smoke should rise.
// -
// Default: "100"
l4d_flare_ground_smoke_height "100"

// 0=Off, 1=Adds The Sacrifice flare smoke particles.
// -
// Default: "1"
l4d_flare_ground_stock "1"

// 0=Off, 1=Drop a flare when incendiary or explosive rounds are deployed.
// -
// Default: "1"
l4d_flare_ground_upgrade "0"

// Display flare when incapped. 0=Off, 1=On ground, 2=Attach to player.
// -
// Default: "1"
l4d_flare_incapped "0"

// 0=Off, Show intro message in chat this many seconds after joining.
// -
// Default: "35.0"
// Minimum: "0.000000"
// Maximum: "120.000000"
l4d_flare_intro "0"

// 0=Let players edit light/smoke colors, 1=Force to cvar specified.
// -
// Default: "0"
l4d_flare_lock "1"

// Limit the total number of simultaneous flares.
// -
// Default: "32"
// Minimum: "1.000000"
// Maximum: "32.000000"
l4d_flare_max_total "4"

// Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).
// -
// Default: ""
l4d_flare_modes ""

// Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).
// -
// Default: ""
l4d_flare_modes_off ""

// Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.
// -
// Default: "0"
l4d_flare_modes_tog "0"

// 0=Off, 1=Print hints to chat (requires translation file provided).
// -
// Default: "1"
l4d_flare_notify "0"

// How long the flares should burn, blocks non-admins making flares also.
// -
// Default: "10.0"
// Minimum: "1.000000"
// Maximum: "600.000000"
l4d_flare_time "30.0"
source mod doesn't log any error nor can i find anything related in the serverlogs.

is anyone else experiencing this?

id
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-24-2012 , 11:29   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #13

For the millionth time, this is because you have too many cvars and cvar configs. I'm no longer going to search and paste links for people, go search yourself. This is related to have too many cvar/cvar configs, not the plugin.
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Emcitement
Junior Member
Join Date: Nov 2012
Old 04-24-2014 , 03:25   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #14

Massive necro (but most l4d2 threads seem to be abandoned anyway) but is there anyway to get this plugin working?

On sourcemod 1.6. Commands don't work and a config file isn't even generated.
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StarWeaver
Junior Member
Join Date: Apr 2014
Old 04-26-2014 , 00:41   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #15

Works fine for me; though occasionally flares don't work on the very first map the server ever activly runs for some reason. Is it showing in sm plugins list?
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LoneBat
Senior Member
Join Date: Dec 2013
Location: China
Old 06-17-2014 , 02:39   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #16

It does not work for me.
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Munch
Senior Member
Join Date: May 2012
Location: Liverpool UK
Old 06-17-2014 , 11:52   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #17

Try Silvers other similar plugin Flashlight
The are unfortunately issues with some maps. (fortunately very few maps are effected) In the case of the map Questionable Ethics the flashlight model is replaced with a pane of glass on part 2 or 3 of the map. There are others but cant think off top of my head what they are.
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Last edited by Munch; 06-17-2014 at 11:54.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 03-27-2015 , 11:58   Re: [L4D & L4D2] Flare (2.2) [30-Mar-2012]
Reply With Quote #18

It's still working for me, SourceMod 1.7, as mentioned above some maps it may not work on.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-19-2015 , 10:41   Re: [L4D & L4D2] Flare (2.2.1) [19-Nov-2015]
Reply With Quote #19

Updated.

- Fix to prevent garbage being passed into SetVariantString, as suggested by "KyleS".
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gongo
Junior Member
Join Date: May 2022
Old 06-01-2022 , 19:44   Re: [L4D & L4D2] Flare (2.7) [01-Jul-2021]
Reply With Quote #20

If the plugin doesn't work for you on the very first play after server start, disable server hibernation by putting:

+sv_hibernate_when_empty 0

into srcds.exe shortcut's target line. At least that's what fixed it for me.

Silvers discovered the solution.

Last edited by gongo; 06-01-2022 at 19:45.
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