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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 12-09-2021 , 23:16   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1181

The death details feature is not working.
Code:
"Announcements"
{
	"Death Details"				"5"
}
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 12-10-2021 , 00:28   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1182

Quote:
Originally Posted by thewintersoldier97 View Post
The death details feature is not working.
Code:
"Announcements"
{
	"Death Details"				"5"
}
I need more information than that. What's not working? Any errors? Have you tried the other options?

Did you set "Announce Death" to "2"?
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Last edited by Psyk0tik; 12-10-2021 at 00:37.
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thewintersoldier97
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Join Date: Aug 2021
Location: Vietnam
Old 12-10-2021 , 02:55   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1183

Quote:
Originally Posted by Psyk0tik View Post
Did you set "Announce Death" to "2"?
Oh damn, didn't know have to set that to 2. Will testing it again. Update: It's running great!

Also got these errors today, maybe because I just installed [Ladder Rambos]
PHP Code:
L 12/10/2021 14:32:54SourceMod error session started
L 12
/10/2021 14:32:54Info (map "c1m1_hotel") (file "d:\games\server\l4d2\left4dead2\addons\sourcemod\logs\errors_20211210.log")
L 12/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to detourMTDetour_CTerrorPlayer::OnLadderDismount
L 12
/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to find addressOnLadderDismountStart
L 12
/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to locate patchLadderDismount2 (CTerrorPlayer::PreThink::SafeDropLogic) [Expected09 FoundFF]
L 12/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to locate patchLadderMount1 (CTerrorPlayer::OnLadderMount::WeaponHolster) [Expected74 Found5E]
L 12/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to locate patchLadderMount2 (CTerrorWeapon::CanDeployFor::MoveType) [Expected09 FoundFF]
L 12/10/2021 14:35:48Error log file session closed
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Last edited by thewintersoldier97; 12-10-2021 at 04:22.
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Psyk0tik
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Join Date: May 2012
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Old 12-10-2021 , 04:04   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1184

Quote:
Originally Posted by thewintersoldier97 View Post
Also got these errors today, maybe because I just installed [Ladder Rambos]
PHP Code:
L 12/10/2021 14:32:54SourceMod error session started
L 12
/10/2021 14:32:54Info (map "c1m1_hotel") (file "d:\games\server\l4d2\left4dead2\addons\sourcemod\logs\errors_20211210.log")
L 12/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to detourMTDetour_CTerrorPlayer::OnLadderDismount
L 12
/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to find addressOnLadderDismountStart
L 12
/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to locate patchLadderDismount2 (CTerrorPlayer::PreThink::SafeDropLogic) [Expected09 FoundFF]
L 12/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to locate patchLadderMount1 (CTerrorPlayer::OnLadderMount::WeaponHolster) [Expected74 Found5E]
L 12/10/2021 14:32:54: [mutant_tanks\mutant_tanks.smx] [MTFailed to locate patchLadderMount2 (CTerrorWeapon::CanDeployFor::MoveType) [Expected09 FoundFF]
L 12/10/2021 14:35:48Error log file session closed
Yeah, v8.89 isn't fully compatible with other plugins that patch or detour the same stuff, but those are safe to ignore. I've already fixed the compatibility issues in v8.90.
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kot4404
Senior Member
Join Date: Mar 2013
Old 12-13-2021 , 14:43   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1185

I would like to suggest the ability to spawn tanks in order they are placed in the config files. I was thinking about making a config where gameplay gets more difficult after killing each tank
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Psyk0tik
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Join Date: May 2012
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Old 12-13-2021 , 17:58   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1186

Quote:
Originally Posted by kot4404 View Post
I would like to suggest the ability to spawn tanks in order they are placed in the config files. I was thinking about making a config where gameplay gets more difficult after killing each tank
It sounds like you’re asking for a progressional way of spawning Mutant Tanks. It’s possible to accomplish but I will need details on that kind of feature.

How do you suppose that would work?

Would it start from the top of the config on every map, every campaign, every server launch?

When it reaches the last Tank in the config, what should happen?
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kot4404
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Old 12-14-2021 , 14:54   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1187

Quote:
Originally Posted by Psyk0tik View Post
It sounds like you’re asking for a progressional way of spawning Mutant Tanks. It’s possible to accomplish but I will need details on that kind of feature.

How do you suppose that would work?

Would it start from the top of the config on every map, every campaign, every server launch?

When it reaches the last Tank in the config, what should happen?
I was thinking of configs for /map/difficulty/players whatever exactly how it is now, set by admin. Campaigns could be hard coded for every map this way. Just when the code tries to generate random tank it would instead spawn tank for currently remembered index starting from first available tank and increment the index by one, going through whole config of tanks. Arriving to the end of the config could just reset the index I think. It should be safest for endless survival modes and good enough if you know the max amount of tanks that will spawn on the map. Adding some kind of multiplier or bonus to stats after each loop could be nice but it may be too messy in the code
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 12-14-2021 , 17:30   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1188

IMO, looks like a lot of effort and probably could be another plugin.
Anyway, you can try to accomplish that with some trigger_multiple + info_zombie_spawn using stripper;
or;
Silvers - Trigger Multiple Commands plugi;
Will not be difficulty/player based but will work.
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Psyk0tik
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Old 12-14-2021 , 18:55   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1189

Quote:
Originally Posted by kot4404 View Post
I was thinking of configs for /map/difficulty/players whatever exactly how it is now, set by admin. Campaigns could be hard coded for every map this way. Just when the code tries to generate random tank it would instead spawn tank for currently remembered index starting from first available tank and increment the index by one, going through whole config of tanks. Arriving to the end of the config could just reset the index I think. It should be safest for endless survival modes and good enough if you know the max amount of tanks that will spawn on the map. Adding some kind of multiplier or bonus to stats after each loop could be nice but it may be too messy in the code
The most I can do is add a setting that makes the Mutant Tank spawner (the logic of choosing which Mutant Tank to spawn) linear instead of random (the current logic). In regards to buffing up each Mutant type for each loop, that's too much to implement, seeing as how I would have to add new forwards, natives, functions, etc. and use them for each ability.

Quote:
Originally Posted by Marttt View Post
IMO, looks like a lot of effort and probably could be another plugin.
Anyway, you can try to accomplish that with some trigger_multiple + info_zombie_spawn using stripper;
or;
Silvers - Trigger Multiple Commands plugi;
Will not be difficulty/player based but will work.
I agree that it looks like a lot of effort and that it should be another plugin, but I don't think the feature would require triggers/spawners. It has more to do with how MT chooses which Mutant Tank to spawn, which is only done after a Tank has already spawned on the map.

At the moment, I guess the only way to make a simple third-party plugin that enforces linear spawning is to do something like this:
PHP Code:
#include <mutant_tanks>

int g_iCount 1;

public 
Action MT_OnTypeChosen(int &typeint tank)
{
    if (
MT_IsTankSupported(tank) && MT_IsTypeEnabled(g_iCount) && MT_CanTypeSpawn(g_iCount)) // make sure current chosen type is enabled and allowed to spawn...
    
{
        
int iMaxType MT_GetMaxType();
        if (
g_iCount iMaxType// make sure current chosen type is 1 to whatever the max type is...
        
{
            
type g_iCount;
            
g_iCount++;

            return 
Plugin_Changed;
        }
        else if (
g_iCount == iMaxType)
        {
            
type g_iCount;
            
g_iCount MT_GetMinType(); // if current chosen type is whatever the max type is, reset to 1...

            
return Plugin_Changed;
        }
    }

    return 
Plugin_Continue;

Even so, that code won't account for all the necessary checks that are done internally by MT though, so it's easier to add as an official feature (even though it would take a lot of effort).

--

I'll have to think about how I'm going to approach this, seeing as how the core plugin is already huge (almost 20,000 lines of code).
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thewintersoldier97
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Join Date: Aug 2021
Location: Vietnam
Old 12-17-2021 , 10:20   Re: [L4D & L4D2] Mutant Tanks (v8.89, 9-11-2021)
Reply With Quote #1190

Edit: For some reason my new tank won't spawn even when I changed "Type Range" to "115-130" or put other value/uncomment "Finale Tank" or both. Just a normal Tank show up...

Hi Psyk0tik,
What file config name should I put in the l4d2_finale_configs folder?
Please take a look at my config, does I set it up right? I disable all other tank and leave only 3 for finale fight.
Attached Files
File Type: txt finale.txt (173.5 KB, 68 views)
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Last edited by thewintersoldier97; 12-17-2021 at 12:47.
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