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[L4D2] New Ammo Packs


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edwinvega86
Senior Member
Join Date: Feb 2016
Old 11-20-2016 , 04:38   Re: [L4D2] Different Ammo Packs
Reply With Quote #11

When all survivors die in matrix time is not reset, you could make cvar for the admin to stop the matrix effect like [L4D2] Matrix Time (V1.3)https://forums.alliedmods.net/showthread.php?t=147874. sorry for my bad English
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 11-20-2016 , 04:51   Re: [L4D2] Different Ammo Packs
Reply With Quote #12

Quote:
Originally Posted by edwinvega86 View Post
When all survivors die in matrix time is not reset, you could make cvar for the admin to stop the matrix effect like [L4D2] Matrix Time (V1.3)https://forums.alliedmods.net/showthread.php?t=147874. sorry for my bad English
Will be in the next update soon. Just finished testing the fireworks box.
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Krufftys Killers
Senior Member
Join Date: Jan 2014
Old 11-22-2016 , 09:05   Re: [L4D2] Different Ammo Packs
Reply With Quote #13

L 11/22/2016 - 00:03:02: SourceMod error session started
L 11/22/2016 - 00:03:02: Info (map "c2m3_coaster") (file "errors_20161122.log")
L 11/22/2016 - 00:03:02: Error log file session closed.
L 11/22/2016 - 00:03:20: SourceMod error session started
L 11/22/2016 - 00:03:20: Info (map "c2m3_coaster") (file "errors_20161122.log")
L 11/22/2016 - 00:03:20: [SM] Exception reported: Entity 1 (1) is invalid
L 11/22/2016 - 00:03:20: [SM] Blaming: different_ammo_packs-l4d2.smx
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Dominatez
Senior Member
Join Date: Oct 2009
Location: Birmingham, UK
Old 11-28-2016 , 15:42   Re: [L4D2] Different Ammo Packs
Reply With Quote #14

I have this appearing.

[SM] Native "KillTimer" reported: Invalid timer handle 70aa045a (error 1)
[SM] Displaying call stack trace for plugin "different_ammo_packs-l4d2.smx":
[SM] [0] Line 239, different_ammo_packs-l4d2.sp::OnRoundStart()

[SM] Native "GetEntPropVector" reported: Entity 4 (4) is invalid
[SM] Displaying call stack trace for plugin "different_ammo_packs-l4d2.smx":
[SM] [0] Line 828, different_ammo_packs-l4d2.sp:isplayFireworks()

Any ideas ?
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KIRINYO
Junior Member
Join Date: May 2016
Old 11-28-2016 , 16:32   Re: [L4D2] Different Ammo Packs
Reply With Quote #15

Pppppppppppplllllllllleeeeeeeaaaaaaaaasssssss ssse check http://core-ss.org/forum/threads/280/
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 11-29-2016 , 06:16   Re: [L4D2] Different Ammo Packs
Reply With Quote #16

Quote:
Originally Posted by KIRINYO View Post
Pppppppppppplllllllllleeeeeeeaaaaaaaaasssssss ssse check http://core-ss.org/forum/threads/280/
Honestly, this plugin doesn't have anything to do with the link you posted. In fact, it was coded from scratch and the idea behind it was when I played from servers with these neat boxes.

If you look at the source of this plugin and from the link, it's completely different and I can tell you mine is better.

Quote:
Originally Posted by Krufftys Killers View Post
L 11/22/2016 - 00:03:02: SourceMod error session started
L 11/22/2016 - 00:03:02: Info (map "c2m3_coaster") (file "errors_20161122.log")
L 11/22/2016 - 00:03:02: Error log file session closed.
L 11/22/2016 - 00:03:20: SourceMod error session started
L 11/22/2016 - 00:03:20: Info (map "c2m3_coaster") (file "errors_20161122.log")
L 11/22/2016 - 00:03:20: [SM] Exception reported: Entity 1 (1) is invalid
L 11/22/2016 - 00:03:20: [SM] Blaming: different_ammo_packs-l4d2.smx
Quote:
Originally Posted by Dominatez View Post
I have this appearing.

[SM] Native "KillTimer" reported: Invalid timer handle 70aa045a (error 1)
[SM] Displaying call stack trace for plugin "different_ammo_packs-l4d2.smx":
[SM] [0] Line 239, different_ammo_packs-l4d2.sp::OnRoundStart()

[SM] Native "GetEntPropVector" reported: Entity 4 (4) is invalid
[SM] Displaying call stack trace for plugin "different_ammo_packs-l4d2.smx":
[SM] [0] Line 828, different_ammo_packs-l4d2.sp:isplayFireworks()

Any ideas ?
Already fixed them. Please wait for an update because I'm adding more box types.

Last edited by cravenge; 11-29-2016 at 06:35.
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Dominatez
Senior Member
Join Date: Oct 2009
Location: Birmingham, UK
Old 12-03-2016 , 15:23   Re: [L4D2] Different Ammo Packs
Reply With Quote #17

Now it is throwing this up.

[SM] Displaying call stack trace for plugin "different_ammo_packs-l4d2.smx":
[SM] [0] Line 1136, different_ammo_packs-l4d2.sp::AttachParticle()
[SM] [1] Line 772, different_ammo_packs-l4d2.sp::StartJingleEffects()

Any ideas Cravenge ? And this is a beautiful plugin.

Thank you
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 12-04-2016 , 07:15   Re: [L4D2] Different Ammo Packs
Reply With Quote #18

Quote:
Originally Posted by Dominatez View Post
Now it is throwing this up.

[SM] Displaying call stack trace for plugin "different_ammo_packs-l4d2.smx":
[SM] [0] Line 1136, different_ammo_packs-l4d2.sp::AttachParticle()
[SM] [1] Line 772, different_ammo_packs-l4d2.sp::StartJingleEffects()

Any ideas Cravenge ? And this is a beautiful plugin.

Thank you
I'm on it and you're welcome.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 12-09-2016 , 20:28   Re: [L4D2] Different Ammo Packs
Reply With Quote #19

Notification
: As most of you aren't aware of, I made an L4D1 version of this plugin and turns out pretty good so far.
: In order for it to work, I made a cvar which gives a possibility that changes first aid kits into upgrade packs (model only, currently I use ERROR models)
: If someone can port the upgrade pack models from L4D2 to L4D1, it will be a big help.

Last edited by cravenge; 12-09-2016 at 20:29.
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kochiurun119
BANNED
Join Date: Sep 2014
Location: GB
Old 12-12-2016 , 10:34   Re: [L4D2] Different Ammo Packs
Reply With Quote #20

I can't give upgaredepack_incendiary , how to use it with plugin?
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