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[L4D2] Advanced Deathmatch v1.0.1a


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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 09-08-2010 , 00:09   Re: [L4D2] Advanced Deathmatch
Reply With Quote #21

Thanks for the quick response, I'll have a look at those scripts and see what I can come up with.

Request: Any way to increase the melee damage done? Its pretty weak compared to dual pistols or the magnum.
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 09-08-2010 , 01:08   Re: [L4D2] Advanced Deathmatch
Reply With Quote #22

The script changes you recommended work well during normal levels. For finales I had to modify the finale script as follows:

Code:
local PANIC = 0
local TANK = 1
local DELAY = 2

DirectorOptions =
{
    //A FIRST LOW DELAY IS NEEDED FOR THE VALUES TO FIRE!
    A_CustomFinale1 = DELAY
    A_CustomFinaleValue1 = 10
    
    A_CustomFinale2 = PANIC
    A_CustomFinaleValue2 = 0
    
    A_CustomFinale3 = DELAY
    A_CustomFinaleValue3 = 520
    
    A_CustomFinale4 = TANK
    A_CustomFinaleValue4 = 0
    
    A_CustomFinale5 = DELAY
    A_CustomFinaleValue5 = 420
    
    A_CustomFinale6 = PANIC
    A_CustomFinaleValue6 = 0
    
    A_CustomFinale7 = DELAY
    A_CustomFinaleValue7 = 420
    
    A_CustomFinale8 = TANK
    A_CustomFinaleValue8 = 0
     
    A_CustomFinale9 = DELAY
    A_CustomFinaleValue9 = 420
    
}
However, there are still some commons that get spawned within the finale at the very beginning.

Edit: Some finales spawn panic events even with this change... strange.

Last edited by MarshalZCC; 09-08-2010 at 02:00.
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 09-08-2010 , 01:44   Re: [L4D2] Advanced Deathmatch
Reply With Quote #23

In coop mode... how do more than 4 people join? It seems an extra plug-in would be required to allow this.

Last edited by MarshalZCC; 09-08-2010 at 01:59.
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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 09-08-2010 , 07:56   Re: [L4D2] Advanced Deathmatch
Reply With Quote #24

Quote:
Originally Posted by MarshalZCC View Post
Thanks for the quick response, I'll have a look at those scripts and see what I can come up with.

Request: Any way to increase the melee damage done? Its pretty weak compared to dual pistols or the magnum.
Yes, let me add a cvar for the melee weapons multipier.

Quote:
Originally Posted by MarshalZCC View Post
The script changes you recommended work well during normal levels. For finales I had to modify the finale script as follows:

Code:
local PANIC = 0
local TANK = 1
local DELAY = 2

DirectorOptions =
{
    //A FIRST LOW DELAY IS NEEDED FOR THE VALUES TO FIRE!
    A_CustomFinale1 = DELAY
    A_CustomFinaleValue1 = 10
    
    A_CustomFinale2 = PANIC
    A_CustomFinaleValue2 = 0
    
    A_CustomFinale3 = DELAY
    A_CustomFinaleValue3 = 520
    
    A_CustomFinale4 = TANK
    A_CustomFinaleValue4 = 0
    
    A_CustomFinale5 = DELAY
    A_CustomFinaleValue5 = 420
    
    A_CustomFinale6 = PANIC
    A_CustomFinaleValue6 = 0
    
    A_CustomFinale7 = DELAY
    A_CustomFinaleValue7 = 420
    
    A_CustomFinale8 = TANK
    A_CustomFinaleValue8 = 0
     
    A_CustomFinale9 = DELAY
    A_CustomFinaleValue9 = 420
    
}
However, there are still some commons that get spawned within the finale at the very beginning.

Edit: Some finales spawn panic events even with this change... strange.
Yes, i have noticed that too. Its pretty weird since the custom director script is fired with a new created entity, and not with the default of every map. It shouldn't fire but it does :/. Maybe playing a bit with those scripts might clear it.

Quote:
Originally Posted by MarshalZCC View Post
In coop mode... how do more than 4 people join? It seems an extra plug-in would be required to allow this.
Yes, this plugin won't do that by itself, i can add that functionallity, but in the meanwhile, you can use the [L4D(2)] SuperVersus plugin which will spawn the desired amount of bots. You might also need l4dtoolz to get that working. I'll add a custom spawn system, and ill try to make the bots shoot you. Currently, they will just run around and you will get some score by killing them, which, is customisable.
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 09-08-2010 , 10:45   Re: [L4D2] Advanced Deathmatch
Reply With Quote #25

Quote:
Originally Posted by honorcode23 View Post
Yes, let me add a cvar for the melee weapons multipier.
On second thought, perhaps using an already published damage modifier plug-in would work well? Perhaps this: http://forums.alliedmods.net/showthread.php?p=1066911


Quote:
Originally Posted by honorcode23 View Post
Yes, this plugin won't do that by itself, i can add that functionallity, but in the meanwhile, you can use the [L4D(2)] SuperVersus plugin which will spawn the desired amount of bots. You might also need l4dtoolz to get that working. I'll add a custom spawn system, and ill try to make the bots shoot you. Currently, they will just run around and you will get some score by killing them, which, is customisable.
I already use l4dtoolz, but I figured this plugin would have some built-in bot adding functionality. I'm not sure I want to use SuperVersus - it spawns all bots at once. Something like Bebop coop seems more appropriate since it adds/removes bots dynamically - I will test this out and let you know.

Last edited by MarshalZCC; 09-08-2010 at 12:01.
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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 09-08-2010 , 17:04   Re: [L4D2] Advanced Deathmatch
Reply With Quote #26

Quote:
Originally Posted by MarshalZCC View Post
On second thought, perhaps using an already published damage modifier plug-in would work well? Perhaps this: http://forums.alliedmods.net/showthread.php?p=1066911




I already use l4dtoolz, but I figured this plugin would have some built-in bot adding functionality. I'm not sure I want to use SuperVersus - it spawns all bots at once. Something like Bebop coop seems more appropriate since it adds/removes bots dynamically - I will test this out and let you know.
I'll take some time to enhance this plugin and remove the log spawn and i'll release a new version when im doe .
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 09-08-2010 , 23:38   Re: [L4D2] Advanced Deathmatch
Reply With Quote #27

Hate to be a bother, but whenever you got the time

Bug: Using /deathmatch0 or switching map manually causes the map to change a second time shortly after the first one loads

Request: More songs
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honorcode23
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Join Date: Mar 2010
Location: Chile
Old 09-08-2010 , 23:41   Re: [L4D2] Advanced Deathmatch
Reply With Quote #28

Quote:
Originally Posted by MarshalZCC View Post
Hate to be a bother, but whenever you got the time

Bug: Using /deathmatch0 or switching map manually causes the map to change a second time shortly after the first one loads

Request: More songs
There must be something i had forgotten, sorry >.<.

Im currently creating a keyvalues system, so you can customise Respawn positions, map order, weapon damage and also adding some cvars for the infected, adding the spawn bots method, and also fixing a few bugs.

I'll add another keyvalues file so you can customise any song you want, but, you might need a fast download server/url for the clients, since they have to download those files .
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MarshalZCC
Senior Member
Join Date: Feb 2010
Location: Alberta, Canada
Old 09-09-2010 , 01:46   Re: [L4D2] Advanced Deathmatch
Reply With Quote #29

Bug: Instant melee kill boost doesn't seem to work
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honorcode23
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Location: Chile
Old 09-09-2010 , 07:47   Re: [L4D2] Advanced Deathmatch
Reply With Quote #30

Quote:
Originally Posted by MarshalZCC View Post
Bug: Instant melee kill boost doesn't seem to work
Ya, im aware of this and i think it's fixed on the next version. Just wait a bit until i release it .
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