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[L4D/L4D2] Infected Bots Control (1.0.0)


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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 07-31-2023 , 08:48   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1711

Quote:
Originally Posted by Zunzunzun View Post
Is there a way to return the SI spawns to the director if possible? after trying the plugin, there are a few custom campaigns where they put some areas where the SI cannot spawn but this plugin allow them to do so.
Also certain mutations that has only one type of SI like tank run and hunting party now spawns all types of SI.

Awesome plugin btw!
In that case, I suggest you just unload the plugin, and let director controls everything
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Last edited by HarryPotter; 07-31-2023 at 08:48.
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Zunzunzun
Junior Member
Join Date: Jul 2023
Old 07-31-2023 , 15:09   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1712

Quote:
Originally Posted by HarryPotter View Post
In that case, I suggest you just unload the plugin, and let director controls everything
Lol, what i mean is if its possible to just make plugin not spawn SI and let the director do it or config the plugin so it spawns SI according to the map or mutations rules (specially mutations as i have no issue with a very few custom maps having some extra spawns but hunting party and tank run gets wacky) while keeping the other functionality of the plugin, like the custom SI limit or the ability to change teams, kind of a soft disable or automatic adjust.

if it can't be done then its all good , i'll just thinker with the cvars when playing those mutations to not allow all other types of SI to spawn.

Last edited by Zunzunzun; 07-31-2023 at 18:12.
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Shao
Senior Member
Join Date: Jan 2015
Old 08-14-2023 , 23:48   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1713

Quote:
Originally Posted by Zunzunzun View Post
Lol, what i mean is if its possible to just make plugin not spawn SI and let the director do it or config the plugin so it spawns SI according to the map or mutations rules (specially mutations as i have no issue with a very few custom maps having some extra spawns but hunting party and tank run gets wacky) while keeping the other functionality of the plugin, like the custom SI limit or the ability to change teams, kind of a soft disable or automatic adjust.

if it can't be done then its all good , i'll just thinker with the cvars when playing those mutations to not allow all other types of SI to spawn.
For every mutation you can use a CFG to autoexec and have the plugin but unloaded as the config is loaded.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 08-15-2023 , 00:34   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1714

Quote:
Originally Posted by Zunzunzun View Post
Lol, what i mean is if its possible to just make plugin not spawn SI and let the director do it or config the plugin so it spawns SI according to the map or mutations rules
https://forums.alliedmods.net/showthread.php?t=306525
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Zunzunzun
Junior Member
Join Date: Jul 2023
Old 08-16-2023 , 16:34   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1715

Quote:
Originally Posted by Shao View Post
For every mutation you can use a CFG to autoexec and have the plugin but unloaded as the config is loaded.
And how could i do that? an example would be appreciated (let's say mutation4 / hard 8 ) if you do not mind so i can start messing around

Quote:
Originally Posted by HarryPotter
Link
Nice didn't know this was a thing, it will come in handy for many plugins i have installed, however, it doesn't seem to have mutation based configs other than that pretty good stuff to have.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 08-25-2023 , 07:23   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1716

Quote:
Originally Posted by Zunzunzun View Post
Nice didn't know this was a thing, it will come in handy for many plugins i have installed, however, it doesn't seem to have mutation based configs other than that pretty good stuff to have.
Try gamemode-based_configs
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Zunzunzun
Junior Member
Join Date: Jul 2023
Old 08-25-2023 , 23:40   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1717

Quote:
Originally Posted by HarryPotter View Post
TYSM for making this you're the best
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jamalsheref2
Senior Member
Join Date: May 2017
Old 10-09-2023 , 00:44   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1718

This Native is only supported in L4D2.
Please fix the code to avoid calling this native from L4D1.
==========
L 10/08/2023 - 23:189: [SM] Blaming: left4dhooks.smx
L 10/08/2023 - 23:189: [SM] Call stack trace:
L 10/08/2023 - 23:189: [SM] [0] ThrowNativeError
L 10/08/2023 - 23:189: [SM] [1] Line 2157, l4dd\l4dd_natives.sp::Native_SetPlayerSpawnTi me
L 10/08/2023 - 23:189: [SM] [3] L4D_SetPlayerSpawnTime
L 10/08/2023 - 23:189: [SM] [4] Line 5014, d:\Github\Private-Work\L4D2-插件\scripting_1.11\l4dinfectedbots.sp::evtInfe ctedWaitSpawn

why does this keep poping up
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genobee
New Member
Join Date: Oct 2023
Old 10-17-2023 , 23:00   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1719

Hello regarding l4dinfectedbots
when I set the value
l4d_infectedbots_tank_limit "3"
When a tank appears, only 1 appears when there should be a total of 3
So what's the point if it doesn't add more tanks?
at least in my case never more than one tank
I understand that it doesn't affect the director's tanks but almost all tanks are defined by director so what is the point of putting a tank limit if it doesn't add more tank?
maybe I'm doing something wrong since at least in my case only 1 appears
I would like to know if I am making a mistake or misunderstood the tank limit
I play realism coop
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jamalsheref2
Senior Member
Join Date: May 2017
Old 10-18-2023 , 01:32   Re: [L4D/L4D2] Infected Bots Control (1.0.0)
Reply With Quote #1720

Quote:
Originally Posted by HarryPotter View Post
bug problem in coop versus every time i play as tank on final chapter where the survivors wait for rescue, when i be 2nd tank, the rescue show up quick. Think you can fix this?
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