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[L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]


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Marttt
Senior Member
Join Date: Jan 2019
Old 05-21-2020 , 23:33   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #691

It would be interesting to also have bile/vomit immunity, it seems that it is possible using Silver's Unvomit plugin and hooking player_now_it event. Just a suggestion for a future release in case it fits.
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Last edited by Marttt; 05-21-2020 at 23:36.
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Lux
Veteran Member
Join Date: Jan 2015
Location: Brexit
Old 05-22-2020 , 06:51   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #692

Quote:
Originally Posted by Marttt View Post
It would be interesting to also have bile/vomit immunity, it seems that it is possible using Silver's Unvomit plugin and hooking player_now_it event. Just a suggestion for a future release in case it fits.
Would need to detour with dhooks CTerrorPlayer::OnVomitedUpon since removing the vomit after would still trigger a mob to spawn since this is called NextBotManager::OnCharacterVomitedUpon when being vomited while not already "IT".
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Last edited by Lux; 05-22-2020 at 07:00.
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Marttt
Senior Member
Join Date: Jan 2019
Old 05-22-2020 , 14:09   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #693

Yes I noticed that, but I don't see a problem on letting the common mob spawn, almost like the behavior when the vomit jar is thrown, I still think that would be awesome ^^ (even for all infected), I tested with Silvers plugin and the mob is spawn, but don't follow the tank in the next frame (only the place where the vomit jar was destroyed)
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Voevoda
Member
Join Date: Aug 2016
Old 05-23-2020 , 07:30   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #694

Hi all
help me

How can I turn off the tank’s HP?
I have my own system that produces the right amount of HP
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Voevoda
Member
Join Date: Aug 2016
Old 05-24-2020 , 04:38   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #695

standing frozen

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Voevoda
Member
Join Date: Aug 2016
Old 05-24-2020 , 07:17   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #696

why nicknames change

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Crasher_3637
AlliedModders Donor
Join Date: May 2012
Old 05-24-2020 , 09:54   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #697

Quote:
Originally Posted by Voevoda View Post
standing frozen

I've said this many times before: Mutank Tanks doesn't determine the spawn coordinates of Tanks.

If Tanks are getting stuck, it's either being caused by another plugin or the AI director is being weird. I'm tired of people blaming MT for Tanks getting stuck. It seems some of you don't know how to troubleshoot problems and would rather just assume that something is causing issues without actually having any proof to back up your claim. I'm done helping people with this project. If you have trivial issues with the plugin, figure them out on your own if they bother you so much.

Quote:
Originally Posted by Voevoda View Post
why nicknames change

Because why not? The names change back to the players' original names when they die or when the map ends. Maybe I'll add a setting to disable the feature by default.
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Voevoda
Member
Join Date: Aug 2016
Old 05-24-2020 , 15:40   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #698

Crasher_3637 привет я не веню твой плагин просто дал инфу сорри если что
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KasperH
Member
Join Date: Apr 2016
Location: Hungary
Old Yesterday , 13:12   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #699

Added Hungarian.

Updated: 2020.05.26
Attached Files
File Type: txt mutant_tanks.phrases.txt (161.9 KB, 0 views)
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Last edited by KasperH; Today at 05:19. Reason: update
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Tank Rush
Junior Member
Join Date: May 2019
Location: Xen
Old Yesterday , 20:54   Re: [L4D & L4D2] Mutant Tanks (v8.67, 5-10-2020) [Human/AI Tanks Supported]
Reply With Quote #700

Quote:
Originally Posted by Voevoda View Post
standing frozen

PHP Code:
sm_cvar tank_stuck_failsafe "0"
sm_cvar tank_stuck_time_suicide "30" 
Add this and the tanks are no longer standing frozen. It works well for me, although the tank does not commit suicide, I think that sm_cvar tank_stuck_time_suicide "30" is useless, but with sm_cvar tank_stuck_failsafe "0" the tank will keep moving and not get stuck.
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