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[L4D2] Standardized Revamp Structure (srsmod)


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 07-06-2011 , 19:50   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #531

Well you can always disable the tank check for maps other than c1m1
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Inker
SourceMod Donor
Join Date: Dec 2008
Old 07-17-2011 , 21:31   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #532

I have a couple questions:

First, is it possible to make it so tanks don't spawn on particular levels? I get a lot of complaints about tanks spawning on Dead Center 1 and I'm curious if I can disable it for just that map.

Secondly, I'm attempting to make it so it removes all random kits outside of the saferoom, except keep the 4 kits at the finales. Is this possible? This is what I have in the srsmod.cfg:

Code:
    "Medkits, outside Saferoom"
    {
        "classname"                "weapon_first_aid_kit_spawn"
        "removal_factor"        "0.0"                                    // remove 60% of map Medkits
        "convarremove"            "srs_remove_map_medkits_factor"
        
        "replace_factor"        "1.0"                                    // replace all remaining(!) Medkits with...
        "convarreplace"            "srs_replace_map_medkits_factor"
        "replace_classname"        "weapon_pain_pills_spawn"                // Pills!
        "convarreplaceclass"    "srs_replace_map_medkits_with"
        
        "aroundspawnpoint"        "no"                                    // this specifies the setting as "all but saferoom"
        "finale_only"            "no"    
    }
    
        "Medkits, outside Saferoom, finale"
    {
        "classname"                "weapon_first_aid_kit_spawn"
        "removal_factor"        "0.0"                                    // remove 60% of map Medkits
        "convarremove"            "srs_remove_map_medkits_factor"
        
        "replace_factor"        "0.0"                                    // replace all remaining(!) Medkits with...
        "convarreplace"            "srs_replace_map_medkits_factor"
        "replace_classname"        "weapon_pain_pills_spawn"                // Pills!
        "convarreplaceclass"    "srs_replace_map_medkits_with"
        
        "aroundspawnpoint"        "no"
        "finale_only"            "yes"                                    // this specifies the setting as "all but saferoom"
    }
    
    "Medkits, inside Saferoom"
    {
        "classname"                "weapon_first_aid_kit_spawn"
        "removal_factor"        "0.0"                                    // do not remove any saferoom Medkits
        "convarremove"            "srs_remove_start_medkits_factor"
        
        "replace_factor"        "0.0"                                    // replace all saferoom Medkits with...
        "convarreplace"            "srs_replace_start_medkits_factor"
        "replace_classname"        "weapon_pain_pills_spawn"                // Pills!
        "convarreplaceclass"    "srs_replace_start_medkits_with"
        
        "aroundspawnpoint"        "yes"                                    // this specifies the setting as "only saferoom"
    }
Having it like this keeps the saferoom kits, but replaces all other kits with pills including the kits at the finale.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 07-18-2011 , 05:15   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #533

There is a tank convar you can set to 0 for that map alone, which one exactly i dont recall, google is your friend.

If your config looks like that it should not remove finale medkits.
AtomicStryker is offline
Glide Loading
Member
Join Date: May 2010
Old 07-18-2011 , 06:16   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #534

Quote:
Originally Posted by Inker View Post
First, is it possible to make it so tanks don't spawn on particular levels? I get a lot of complaints about tanks spawning on Dead Center 1 and I'm curious if I can disable it for just that map.
Use attached plugin.
cvars:
l4d2_tankproh_map (def. ''') Tank will not spawn on this maps. (Note: works only for "directors" tanks).
usage: l4d2_tankproh_map "c1m1_hotel, c13m1_alpinecreek"

l4d2_tankproh_sacrmodel (def. = 0) If 1 tank model will be replaced with "Sacrifice"
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_tankprohibiter.sp - 190 views - 1.4 KB)
File Type: smx l4d2_tankprohibiter.smx (3.1 KB, 195 views)

Last edited by Glide Loading; 07-18-2011 at 06:31.
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MonkeyDrone
AlliedModders Donor
Join Date: Jul 2011
Old 08-06-2011 , 01:15   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #535

Hey Fellas,
I hooked up the plugin and I can't load it up. Gives me the following error.

08/06/2011 - 08:10:08: [SM] Unable to load plugin "srs.main.smx": Native "GameConfGetAddress" was not found

Any idea what's up?

--- Ignore Above---
Installed latest SM 1.4. and it works now.

Is it possible to add support for Coop mode?
There are some functions here that I would like to implement in Coop gaming such as removal of items from the map.
Thanks.

Last edited by MonkeyDrone; 08-06-2011 at 07:41. Reason: Update
MonkeyDrone is offline
Jiffs
Member
Join Date: Apr 2009
Location: Russian
Old 09-17-2011 , 05:08   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #536

Server: 2.0.8.7 build 3695
SM: 1.4.0-hg3391
MM:S: 1.9.0-hg764
OS: Windows Server 2003 x64

Errors from logs:
Code:
L 09/17/2011 - 16:55:16: [SM] Plugin encountered error 15: Array index is out of bounds
L 09/17/2011 - 16:55:16: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 09/17/2011 - 16:55:16: [SM]   [0]  Line 141, srs.main\srs.despawninfected.sp::_DI_OnEntityDestroyed()
L 09/17/2011 - 16:55:16: [SM]   [1]  Line 101, srs.main.sp::OnEntityDestroyed()
L 09/17/2011 - 16:55:16: [SM] Plugin encountered error 15: Array index is out of bounds
L 09/17/2011 - 16:55:16: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 09/17/2011 - 16:55:16: [SM]   [0]  Line 141, srs.main\srs.despawninfected.sp::_DI_OnEntityDestroyed()
L 09/17/2011 - 16:55:16: [SM]   [1]  Line 101, srs.main.sp::OnEntityDestroyed()
L 09/17/2011 - 16:55:16: [SM] Plugin encountered error 15: Array index is out of bounds
L 09/17/2011 - 16:55:16: [SM] Displaying call stack trace for plugin "srs.main.smx":
L 09/17/2011 - 16:55:16: [SM]   [0]  Line 141, srs.main\srs.despawninfected.sp::_DI_OnEntityDestroyed()
L 09/17/2011 - 16:55:16: [SM]   [1]  Line 101, srs.main.sp::OnEntityDestroyed()
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Sorry for my bad english...
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 09-17-2011 , 06:33   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #537

That means you have zombies with entity id > 2048? I didn't even know that was possible



EDIT:

Psychonic says this might come from an old SDKHooks, the bug has since then been fixed. Update your SDKHooks

Last edited by AtomicStryker; 09-17-2011 at 09:07.
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Glide Loading
Member
Join Date: May 2010
Old 09-18-2011 , 06:50   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #538

Quote:
Originally Posted by AtomicStryker View Post
...the bug has since then been fixed. Update your SDKHooks
Same error. SDKHooks 2.1
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 09-18-2011 , 08:24   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #539

Uploaded new version with expanded MAX_ENTITIES define
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carlos moschen
Member
Join Date: Jan 2011
Old 10-13-2011 , 22:10   Re: [L4D2] Standardized Revamp Structure (srsmod)
Reply With Quote #540

@AtomicStryker

friend, the tank did not spawn in the map "c5m1_waterfront" and "c10m1_caves", you could create a way to spawn in the maps and all that never fails?
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