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Stripper:Source (Updated 2011-04-15)


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Eraa
Senior Member
Join Date: Mar 2010
Old 05-13-2010 , 13:09   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #681

I had already tried to cut origin, but nothing works. I use Auto Items Spawn, the ring created by this plugin shows clearly the correct position that I had chosen...
Test on c1m3_mall :
2994.739990 -2317.948975 280.031250
2994.73 -2317.94 280.03
2994 -2317 280
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-13-2010 , 16:34   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #682

your using the targetname spawn_witch -> valve kills ALL spawn_witch targetnames on that map

from stripper dump of c4m3_sugarmill_b.cfg:
Code:
{
"origin" "408 -7640 208"
"targetname" "relay_delete_ents"
"StartDisabled" "0"
"spawnflags" "2"
"classname" "logic_relay"
"hammerid" "1496249"
"OnTrigger" "relay_intro_startKill0-1"
"OnTrigger" "event_elevatorKill0-1"
"OnTrigger" "button_callelevatorKill0-1"
"OnTrigger" "event_gotgasKill0-1"
"OnTrigger" "coop_propsKill0-1"
"OnTrigger" "spawn_witch*Kill0-1"
}
REMOVE the targetname (when i originally showed how to spawn a witch - i just did what i told you NOT TO DO... copy/paste. you then proceded to do what i told you not to do... copy/paste).. you also dont need the hammerid. that is something that hammer generates but means little to nothing to the game.

targetnames are used by other things to control how/what they do.. in this case it prevents you from spawning a single witch.

next time search the dump files and stop copy/pasting everything blindly.
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Eraa
Senior Member
Join Date: Mar 2010
Old 05-14-2010 , 13:35   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #683

Well I can not, I give up.
I still view some random pop, but never on my loc.
Also tested "OnTrigger" "spawn_witch_vsSpawnZombie0.2-1" and targetname" "spawn_witch_vs"
That is still my last file.
Attached Files
File Type: cfg c4m3_sugarmill_b.cfg (901 Bytes, 252 views)
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 05-14-2010 , 14:08   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #684

maybe i wasnt clear enough

REMOVE THE TARGETNAME FROM THE info_zombie_spawn

i used something like this:
{
"origin" "-845 -8598 670"
"population" "witch"
"angles" "0 0 0"
"classname" "info_zombie_spawn"
}
and got a witch.. the origin was from several posts ago - but she spawned... in the corn field. with the above code a witch will ALWAYS spawn at that spot.

i say remove the targetname, and instead you start screwing with relays because i showed you the relay that was killing her.
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Eraa
Senior Member
Join Date: Mar 2010
Old 05-15-2010 , 12:42   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #685

Already made the change and reload the map without seeing the witch has taken many, for this that I try another way to follow your post.
In fact it works, pop it in the corn field but occasionally at home, probably because of "sm_cvar versus_witch_chance_intro 0" I have changed recently.
I would try to change my origin later to see, thank you anyway.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 05-17-2010 , 09:19   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #686

How would you go about using this to spawn an infinite pickup shotgun and uzi?

I can work out the origin no problem, it's just everything else (heh) that I'm having trouble understanding.

Could anyone help me out with what I need? So I can just put in the origin?

As far I know I'd need something similar to this.
(Taken from a few pages back)

PHP Code:
add:
{
    
"origin" "441 5500 2849"
    "weapon_selection" "tier1_any"
    "spawnflags" "2"
    "solid" "6"
    "skin" "0"
    "disableshadows" "1"
    "count" "5"
    "body" "0"
    "angles" "0 0 90"
    "classname" "weapon_spawn"
    "hammerid" "2338600"

Would this be infinitely pickup-able?
And if anyone could tell me what the weapon_selection names would be for the Tier1 weapons it would be appreciated.

I'd like to know how to create a limited weapon spawn (one pickup only) as well and how the code is different.

Thanks for any help.
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Eraa
Senior Member
Join Date: Mar 2010
Old 05-17-2010 , 12:36   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #687

One weapon Remove :
"weapon_selection" "tier1_any"
Remplace :
"classname" "tier1_any"

Edit : Muntions are limited to one clip, must be missing something
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Last edited by Eraa; 05-17-2010 at 12:47.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 05-17-2010 , 21:24   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #688

Thanks.
Tried what you said but I wasn't able to get the weapon to appear.

Sorry if I did a stupid mistake.

Edit: Found a response some pages back that helped, Tie1_any doesnt seem to work, if I make the classname a specific weapon than the single pickup works fine, thankyou.

Last edited by Blakeocity; 05-17-2010 at 22:24.
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Eraa
Senior Member
Join Date: Mar 2010
Old 05-23-2010 , 11:39   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #689

I begin adding weapons (tier2, sniper, shotgun, sg552, mp5) to the start of each map.
It includes fix/routing (20.05.2010) from this post

You can edit files to add or delete weapons easily
Code:
;Adding weapons by Eraa
{
    "origin" "3202 -1159 -295"
    "weapon_selection" "weapon_rifle_sg552"
    "spawnflags" "2"
    "solid" "6"
    "skin" "0"
    "disableshadows" "1"
    "count" "1"
    "body" "0"
    "angles" "0 0 90"
    "classname" "weapon_spawn"
    "hammerid" "2338600"
}
Update :
23.05.2010 : Adding all map + Death Aboard II (01,02,03) - Add current version of routing (2 views)
24.05.2010 : Fix c1m2, c1m3 sniper, remove my test c6m3
Attached Files
File Type: zip l4d2_stripper_weapon.zip (22.3 KB, 306 views)
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Last edited by Eraa; 07-18-2010 at 17:00.
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FairyTales
New Member
Join Date: Apr 2010
Old 05-25-2010 , 03:37   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #690

Quote:
Originally Posted by marvel View Post
Ok i've made the config files for spawning medkits at start. This is for every map
Thank you for Marvel.

Eight people's worth of added the kit that was able to be used with The Passing based on your information was made to appear.

Only the finale is additional and around the beginning place and the wireless machine try, please if it is good.

Sorry for bad English.
Attached Files
File Type: zip The_Passing.zip (915 Bytes, 228 views)
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