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[L4D2] Flare Gun (2.17) [21-Apr-2024]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-11-2012 , 11:34   Re: [L4D2] Flare Gun (2.0) [01-Jan-2012]
Reply With Quote #11

Quote:
Originally Posted by disawar1 View Post
Ru translations is here, silver when come new update do not forget to change source line - 744, 748 to [256] symbol. Otherwise, you know UTF-8 encoding takes up more space and message will not be seen :/

- Idea! do you have the time to add firework?
Added Russian translations to the zip, thank you. Fireworks would be cool, but the firework particles cannot be attached to the projectile, only the whole particle, which includes the launch trail, so it would not work out.



Quote:
Originally Posted by sojin View Post
If I just use some of these types, the launchers that I selected and when i shoot are different. For example, I selected remote bomb, but when I shot it was sensor bomb. If I don't remove anything, everything works fine.
Fixed the bug, thank you.



2.1
- Fixed a bug in the menu which gave the wrong Flare Gun type to non-admins.
- Increased a string size to better support translations.
- Added Russian and Spanish translations.
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Last edited by Silvers; 01-11-2012 at 12:14.
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Herbie_06
Junior Member
Join Date: Aug 2011
Old 02-22-2012 , 01:23   Re: [L4D2] Flare Gun (2.1) [11-Jan-2012]
Reply With Quote #12

The flashlight and the flare plugin worked for me but the flare gun plugin doesn't seem to work on my server. The server has already autogenerated the cfg-file as it's supposed to but when I pick up a grenade launcher there is no menu to "active" the flare gun. Is there something else that I forgot to modify?

Last edited by Herbie_06; 02-22-2012 at 01:24.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-24-2012 , 19:49   Re: [L4D2] Flare Gun (2.1) [11-Jan-2012]
Reply With Quote #13

Herbie and I fixed the problem. The server was not saving anything to the logs folder. The folder permissions were wrong and setting to 777 fixed it. With errors being logged they stated an error with clientprefs and the local database (unable to open database file), again this was resolved by setting the folder permissions (sourcemod/configs/sql-init-scripts) to 777.
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Last edited by Silvers; 02-24-2012 at 19:50. Reason: 777
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-10-2012 , 03:29   Re: [L4D2] Flare Gun (2.2) [10-May-2012]
Reply With Quote #14

Plugin update, this should appeal to some. Homing rocket type added, direct where the projectile flys!


2.2 (10-May-2012)
- Added "Homing" type to direct the projectile movement.
- Added cvar "l4d2_flare_gun_modes_off" to control which game modes the plugin works in.
- Added cvar "l4d2_flare_gun_modes_tog" same as above.
- Added cvar "l4d2_flare_gun_god" to prevent ledge grab and fall damage when using the Jump type.
- Added cvar "l4d2_flare_gun_damage_homing" to control the Homing Rocket explosion damage.
- Added cvar "l4d2_flare_gun_time_homing" to control how long the Homing Rocket lasts.
- Added cvar "l4d2_flare_gun_speed_homing" to control how fast Homing Rockets travel.
- Prevents shooting the Grenade Launcher when limiting the number of projectiles.
- Should no longer explode when using a sticky type too close to a wall.
- Small changes and fixes.
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Dont Fear The Reaper
Member
Join Date: Nov 2011
Old 05-17-2012 , 15:17   Re: [L4D2] Flare Gun (2.2) [10-May-2012]
Reply With Quote #15

Not sure if this was from the latest version, so sorry for posting if you fixed that already:
Code:
L 05/15/2012 - 02:49:47: Info (map "c8m4_interior") (file "errors_20120515.log")
L 05/15/2012 - 02:49:47: [SM] Native "GetClientTeam" reported: Client 5 is not in game
L 05/15/2012 - 02:49:47: [SM] Displaying call stack trace for plugin "l4d2_flare_gun.smx":
L 05/15/2012 - 02:49:47: [SM]   [0]  Line 745, l4d2_flare_gun.sp::OnWeaponEquip()
L 05/15/2012 - 02:49:47: [SM] Native "GetClientTeam" reported: Client 6 is not in game
L 05/15/2012 - 02:49:47: [SM] Displaying call stack trace for plugin "l4d2_flare_gun.smx":
L 05/15/2012 - 02:49:47: [SM]   [0]  Line 745, l4d2_flare_gun.sp::OnWeaponEquip()
L 05/15/2012 - 02:49:47: [SM] Native "GetClientTeam" reported: Client 9 is not in game
L 05/15/2012 - 02:49:47: [SM] Displaying call stack trace for plugin "l4d2_flare_gun.smx":
L 05/15/2012 - 02:49:47: [SM]   [0]  Line 745, l4d2_flare_gun.sp::OnWeaponEquip()
And... a german translation file.
Attached Files
File Type: txt flaregun.phrases.txt (1.7 KB, 261 views)
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azvampyre
Junior Member
Join Date: Apr 2012
Old 05-24-2012 , 11:50   Re: [L4D2] Flare Gun (2.3) [20-May-2012]
Reply With Quote #16

Major problems with this update.
Survivors using health packs have their health taken from whatever it is to 1 health.
Infected sometimes have God mode until map change; same as survivors even with God mode set to 0, but then some survivors die immediately for no reason at all; had to remove it from my server completely.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 05-24-2012 , 13:24   Re: [L4D2] Flare Gun (2.3) [20-May-2012]
Reply With Quote #17

Quote:
Originally Posted by azvampyre View Post
Major problems with this update.
Survivors using health packs have their health taken from whatever it is to 1 health.
Infected sometimes have God mode until map change; same as survivors even with God mode set to 0, but then some survivors die immediately for no reason at all; had to remove it from my server completely.
Does this happen with the "Timed" type?

Otherwise : Check your error logs; PM me your "sm plugins list" and flare gun cvar settings; remove the "Block Rocket Jump Exploit" plugin if you have installed.

The god mode I have no idea, it's either a conflict or you have errors logged, this should not happen otherwise.

Lastly, plugin updated which should fix the above:

2.4 (25-May-2012)
- Fixed the Timed Bomb type not following the damage cvar settings.
- Fixed the Homing Type breaking the total number of projectiles.


Updated:

2.5 (27-May-2012)
- Fixed the damage cvars not applying full damage to special infected - Thanks to "disawar1" for bug report.
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Last edited by Silvers; 05-27-2012 at 12:33.
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azvampyre
Junior Member
Join Date: Apr 2012
Old 05-28-2012 , 12:09   Re: [L4D2] Flare Gun (2.3) [20-May-2012]
Reply With Quote #18

Quote:
Originally Posted by Silvers View Post
Does this happen with the "Timed" type?

Otherwise : Check your error logs; PM me your "sm plugins list" and flare gun cvar settings; remove the "Block Rocket Jump Exploit" plugin if you have installed.

The god mode I have no idea, it's either a conflict or you have errors logged, this should not happen otherwise.

Lastly, plugin updated which should fix the above:

2.4 (25-May-2012)
- Fixed the Timed Bomb type not following the damage cvar settings.
- Fixed the Homing Type breaking the total number of projectiles.


Updated:

2.5 (27-May-2012)
- Fixed the damage cvars not applying full damage to special infected - Thanks to "disawar1" for bug report.
It was a plugin conflict with explosive cars. The survivors not being healed was a conflict with a robot defib plugin, which I removed. Everything is working fine now, thank you.
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id5473
Member
Join Date: Mar 2012
Old 11-10-2012 , 19:10   Re: [L4D2] Flare Gun (2.5) [27-May-2012]
Reply With Quote #19

Hello,

is there a way to remove the announcement what grenadetype is active when a player picks up the grenade launcher?

Also.. it seems the game remembers what type was active the last time.. does it do this based on the player or is that for all players? like if playerA used timed grenades.. will playerB when picking up gl also have timed grenades?

thanks

Id
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-10-2012 , 19:37   Re: [L4D2] Flare Gun (2.5) [27-May-2012]
Reply With Quote #20

Quote:
Originally Posted by id5473 View Post
Hello,

is there a way to remove the announcement what grenadetype is active when a player picks up the grenade launcher?

Also.. it seems the game remembers what type was active the last time.. does it do this based on the player or is that for all players? like if playerA used timed grenades.. will playerB when picking up gl also have timed grenades?

thanks

Id
// 0=Off, 1=Display the !flaregun menu when players first pickup Grenade Launchers.
l4d2_flare_gun_auto_menu "1"

Maybe there's no option for the text.

Remembers selection per player.
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Last edited by Silvers; 11-10-2012 at 19:38.
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