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


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Psyk0tik
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Old 01-29-2021 , 20:33   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #911

Quote:
Originally Posted by Tonblader View Post
Is it possible that in survival mode, after 30 minutes, these tanks can appear, instead of the usual normal tanks?
Just change that.

If not, can you add a configuration based on this plugin, to make it possible?
I don't know how to check the survival timer. There is a "survival_at_30min" event in L4D2 that I can check for but L4D1 doesn't have that event and I want it to be a feature available for both games.

Quote:
Originally Posted by Tonblader View Post
EDIT:
Can only spawn mutant tanks in 3rd round escape finales ?
If not, can add cvar to make it?
I will update the "Finale Types" setting to support normal Tanks.

Quote:
Originally Posted by Tonblader View Post
EDIT2:

Can add enable only in 1st wave of finale 0-1 mutant tanks + the normal tanks defined in the vscript (example: Vscript 6 tanks, then 0-1 mutant tank and 6-5 normal tanks), in 2nd wave of finale 1-2 mutants tanks + the normal tanks defined in the vscript (example: Vscript 8 tanks, then 1-2 mutant tank and 7-6 normal tanks) and in 3rd wave finale escape infinite mutant tank? (the limit must be defined in the vscript).
Too complicated.

Quote:
Originally Posted by Tonblader View Post
you can add a new command like sm_forcemutanttank <number> ?
Maybe... Sm_fmt <number> , more easy to remember.
Ignore if "tank enabled" "0", to can forcespawn a mutant tank.
Why? There are already 2 commands...

README.md:
Code:
// Requires "z" (Root) flag.
sm_tank - Spawn a Mutant Tank.
sm_mt_tank - Spawn a Mutant Tank.

Valid inputs:

1. sm_tank <type 1*-500*> <amount: 1-32> <0: spawn on crosshair|1: spawn automatically> *The minimum and maximum values are determined by "Type Range". (The lowest value you can set is "1" and the highest value you can set is "500" though.)
2. sm_tank <type name*> <amount: 1-32> <0: spawn on crosshair|1: spawn automatically> *The plugin will attempt to match the name with any of the Mutant Tank types' names. (Partial names are acceptable. If more than 1 match is found, a random match is chosen. If 0 matches are found, the command cancels the request.)

The command has 4 functions.

If you are not a Tank:

1. When facing a non-Tank entity, a Mutant Tank will spawn with the chosen type.
2. When facing a Tank, it will switch to the chosen type.

If you are a Tank:

1. When holding down the +speed (default: LSHIFT) button, a Mutant Tank will spawn into the chosen type.
2. When not holding down the +speed button, you will transform into the chosen type.
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Tonblader
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Old 01-30-2021 , 02:49   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #912

Quote:
Originally Posted by Crasher_3637 View Post
I don't know how to check the survival timer. There is a "survival_at_30min" event in L4D2 that I can check for but L4D1 doesn't have that event and I want it to be a feature available for both games.
It would be nice if for the moment, you can add this function and I can test it myself in l4d2, then can see if you can also develop it for l4d1 in another way.

Quote:
Originally Posted by Crasher_3637 View Post
I will update the "Finale Types" setting to support normal Tanks.
Thanks i hope this works in separate ways so i can define how many tanks are normal and how many tanks are mutants.

Quote:
Originally Posted by Crasher_3637 View Post
Too complicated.
I already have the vscript modified for me, with the silvers plugin ([L4D2 & CS:GO] VScript File Replacer), the only thing missing is that the mutant tank plugin must have a mutant tank spawn limit per wave.
Although I still don't understand how to modify the finales of: c1m4, c5m5, c6m3 and c13m4
In case of c5m5 and c13m4, these do not have a vscript equal to the other finales.

Quote:
Originally Posted by Crasher_3637 View Post
Why? There are already 2 commands...
This mainly (in my case) is for the cooperative mode and I wanted to be able to appear tanks, even if the "Tank Enabled" options were at "0".
To see how they behave under certain circumstances, test its functionality, see if it can be used in combination with other plugins, etc.
Mainly, to be able to enter test/developer mode.
What I'm looking for is to be able to have this plugin activated and to be able to spawn mutant tanks at any time with commands, having the other spawn functions turned off.

Last edited by Tonblader; 01-30-2021 at 03:00.
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Psyk0tik
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Old 01-30-2021 , 03:25   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #913

Quote:
Originally Posted by Tonblader View Post
It would be nice if for the moment, you can add this function and I can test it myself in l4d2, then can see if you can also develop it for l4d1 in another way.
I might add it in the next update.

EDIT: I figured out how to detect when the survival round starts. I will add a “Survival Delay” setting in the next update.

Quote:
Originally Posted by Tonblader View Post
Thanks i hope this works in separate ways so i can define how many tanks are normal and how many tanks are mutants.
In the next update, you will be allowed to specify which waves have mutants.

Quote:
Originally Posted by Tonblader View Post
I already have the vscript modified for me, with the silvers plugin ([L4D2 & CS:GO] VScript File Replacer), the only thing missing is that the mutant tank plugin must have a mutant tank spawn limit per wave.
Although I still don't understand how to modify the finales of: c1m4, c5m5, c6m3 and c13m4
In case of c5m5 and c13m4, these do not have a vscript equal to the other finales.
I will add a "Spawn Limit" setting in the next update.

Quote:
Originally Posted by Tonblader View Post
This mainly (in my case) is for the cooperative mode and I wanted to be able to appear tanks, even if the "Tank Enabled" options were at "0".
To see how they behave under certain circumstances, test its functionality, see if it can be used in combination with other plugins, etc.
Mainly, to be able to enter test/developer mode.
What I'm looking for is to be able to have this plugin activated and to be able to spawn mutant tanks at any time with commands, having the other spawn functions turned off.
The "Tank Enabled" setting must be "1" to test a Mutant Tank. It affects all abilities and features that a Mutant Tank has. If you want to just spawn a Mutant Tank for testing without affecting other spawn functions, just set "Spawn Enabled" to "0".

Example:
PHP Code:
"Mutant Tanks"
{
    
"Tank #1"
    
{
        
"General"
        
{
            
"Tank Enabled"            "1" // always available
            
"Spawn Enabled"            "0" // cannot spawn normally to fight survivors, must be spawned with "sm_tank"/"sm_mt_tank"
        
}
    }

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Last edited by Psyk0tik; 01-30-2021 at 09:13.
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yuzumi
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Old 02-01-2021 , 02:24   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #914

Is the value of the parameter in information.md the default value?
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Psyk0tik
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Old 02-01-2021 , 02:32   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #915

Quote:
Originally Posted by yuzumi View Post
Is the value of the parameter in information.md the default value?
Yes, they are.
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Tonblader
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Old 02-01-2021 , 03:21   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #916

Quote:
Originally Posted by Crasher_3637 View Post
I will add a "Spawn Limit" setting in the next update.
The concern I have with this is that in the vscript, they define the STAGES in different Values.
I mean while in some campaigns there are a total of 8 STAGES, in c1m4 or c6m3 there are like 31 STAGES.
This only in 2 final campaigns, all have their particularity of STAGES.
This complicates more to configure it.

What I can think of, as an alternative solution to the mutant tank plugin, is to use a different *.cfg for each map and gamemode.

Something like what i request in these 2 plugins:

Extended Map configs
[L4D & L4D2] Game Mode Config Loader 1.6

Last edited by Tonblader; 02-01-2021 at 03:23.
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Psyk0tik
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Old 02-01-2021 , 04:13   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #917

Quote:
Originally Posted by Tonblader View Post
The concern I have with this is that in the vscript, they define the STAGES in different Values.
I mean while in some campaigns there are a total of 8 STAGES, in c1m4 or c6m3 there are like 31 STAGES.
This only in 2 final campaigns, all have their particularity of STAGES.
This complicates more to configure it.

What I can think of, as an alternative solution to the mutant tank plugin, is to use a different *.cfg for each map and gamemode.

Something like what i request in these 2 plugins:

Extended Map configs
[L4D & L4D2] Game Mode Config Loader 1.6
Those plugins' features are already part of Mutant Tanks' custom configs system. I'm not sure what exactly you're trying to do.

PHP Code:
"Mutant Tanks"
{
    
"Plugin Settings"
    
{
        
"Custom"
        
{
            
// Enable Mutant Tanks custom configuration.
            // Note: This setting cannot be changed in custom config files.
            // --
            // 0/"disabled"/"false"/"off"/"no": OFF
            // 1/"enabled"/"true"/"on"/"yes": ON
            
"Enable Custom Configs"            "0"

            
// The type of custom config that Mutant Tanks creates.
            // Note: This setting cannot be changed in custom config files.
            // --
            // Add up numbers together for different results.
            // --
            // Minimum: 0
            // Maximum: 255
            // --
            // 0: OFF
            // 1: Difficulties
            // 2: Maps
            // 4: Game modes
            // 8: Days
            // 16: Player count
            // 32: Survivor count (Humans only)
            // 64: Infected count (Humans only)
            // 128: Finale stages
            
"Create Config Types"            "0"

            
// The type of custom config that Mutant Tanks executes.
            // Note: Custom config files that do not exist will not be executed.
            // Note: This setting cannot be changed in custom config files.
            // --
            // Add up numbers together for different results.
            // --
            // Minimum: 0
            // Maximum: 255
            // --
            // 0: OFF
            // 1: Difficulties
            // 2: Maps
            // 4: Game modes
            // 8: Days
            // 16: Player count
            // 32: Survivor count (Humans only)
            // 64: Infected count (Humans only)
            // 128: Finale stages
            
"Execute Config Types"            "0"
        
}
    }

Most of the stages are for panic events and onslaughts. The Tank waves each correspond with events that are already hooked by MT. MT also offers custom configs for each finale stage which will allow you to set the value of "Spawn Limit" for each Tank wave, regardless of how many stages a finale map's Vscript has.
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jeremyvillanueva
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Old 02-01-2021 , 18:18   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #918

Hi, I do really love your job,

I just wanted to report this crash

https://crash.limetech.org/f3gdy62o2jeu


SIGSEGV /SEGV_MAPERR accessing 0x3ec3a9e9

Thread 0 (crashed):
0: 0xe573ed48
eip: 0xe573ed48 esp: 0xffe58d40 ebp: 0xffe58d68 ebx: 0x13c2c410
esi: 0xffe58d5c edi: 0x0db92910 eax: 0x3ec3a9e9 ecx: 0x13c2c410
edx: 0x3ec3a9e9 efl: 0x00210296

e573ed3a 83 e4 f0 and esp, -0x10
e573ed3d 81 ec 0c 00 00 00 sub esp, 0xc
e573ed43 8b 03 mov eax, [ebx]
e573ed45 50 push eax
e573ed46 8b 13 mov edx, [ebx]
> e573ed48 8b 42 00 mov eax, [edx+0x0]
e573ed4b 8b 50 08 mov edx, [eax+0x8]
e573ed4e ff d2 call edx
e573ed50 83 c4 04 add esp, 0x4
e573ed53 89 07 mov [edi], eax
e573ed55 8b e6 mov esp, esi

ffe58d40 e9 a9 c3 3e 60 8d e5 ff 78 8d e5 ff 21 73 48 e9 ...>`...x...!sH.
ffe58d50 68 8d e5 ff 58 a3 e3 0a 60 8d e5 ff 03 00 00 00 h...X...`.......
ffe58d60 00 00 00 00 60 3b 02 0c 78 8d e5 ff c9 17 bd f6 ....`;..x.......

Found via instruction pointer in context


1: bintools.ext.so!CallWrapper::Execute [ CallWrapper.cpp:144 + 0xa ]
https://github.com/alliedmodders/sou...apper.cpp#L144
eip: 0xf6bd17c9 esp: 0xffe58d70 ebp: 0xffe58d78

ffe58d70 10 c4 c2 13 10 29 b9 0d d8 8d e5 ff d3 8b d1 e7 .....)..........

Found via previous frame's frame pointer


2: sdktools.ext.2.l4d2.so!SDKCall [ vcaller.cpp:415 + 0x13 ]
https://github.com/alliedmodders/sou...aller.cpp#L415
eip: 0xe7d18bd3 esp: 0xffe58d80 ebp: 0xffe58dd8

ffe58d80 60 2b ba 0d 10 c4 c2 13 10 29 b9 0d c0 8d e5 ff `+.......)......
ffe58d90 c8 8d e5 ff 06 00 00 00 b8 8d e5 ff 03 00 00 00 ................
ffe58da0 e0 f1 52 14 06 00 00 00 02 00 00 00 03 00 00 00 ..R.............
ffe58db0 10 c4 c2 13 00 00 00 00 14 cd 1d 00 ec 99 69 e6 ..............i.
ffe58dc0 60 6d 40 0a 80 b8 46 0a 20 2b ba 0d 10 c0 2d e6 `[email protected]. +....-.
ffe58dd0 cc d9 3b 00 f4 99 69 e6 08 8e e5 ff c2 03 34 e4 ..;...i.......4.

Found via previous frame's frame pointer


3: 0xe43403c2 [ mutant_tanks/mutant_tanks.smx::.528424.bIsTankIdle ]
eip: 0xe43403c2 esp: 0xffe58de0 ebp: 0xffe58e08

ffe58de0 60 3b 02 0c dc 99 69 e6 14 cd 1d 00 00 00 00 00 `;....i.........
ffe58df0 a0 06 00 00 03 00 00 00 08 8e e5 ff c2 03 34 e4 ..............4.
ffe58e00 28 10 08 00 02 00 00 00 18 8e e5 ff 2d fb 33 e4 (...........-.3.

Found via previous frame's frame pointer


4: 0xe433fb2d [ mutant_tanks/mutant_tanks.smx::.450704.vSetName ]
eip: 0xe433fb2d esp: 0xffe58e10 ebp: 0xffe58e18

ffe58e10 90 e0 06 00 02 00 00 00 28 8e e5 ff 27 d3 33 e4 ........(...'.3.

Found via previous frame's frame pointer


This is the last lines of my condebug.log
L 02/01/2021 - 18:040: "Infected Bot<350><BOT><Infected><TANK><ALIVE><8640+0>< setpos_exact -562.50 -4462.50 54.55; setang 0.77 22.78 0.00><Area 48812>" spawned
L 02/01/2021 - 18:040: [l4d2_autoIS_extend_en.smx] [AIS] Spawned tank auto
L 02/01/2021 - 18:040: "Infected Bot<350><BOT><Infected>" changed name to "Acidic Tank"

Thanks a lot!!

Last edited by jeremyvillanueva; 02-06-2021 at 13:19. Reason: Using v8.82
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Psyk0tik
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Old 02-01-2021 , 18:31   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #919

Quote:
Originally Posted by jeremyvillanueva View Post
...
It says the crash has to do with an SDKCall to incorrect gamedata. Can you upload your mutant_tanks.txt file from your gamedata folder? I would like to verify that you have the same data as me since this is the first time someone reported this type of crash for MT. Thanks.
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jeremyvillanueva
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Old 02-02-2021 , 02:55   Re: [L4D & L4D2] Mutant Tanks (v8.82, 1-25-2021)
Reply With Quote #920

Sorry Crasher, I think I'm using an old file, is my bad, I should have followed the instructions over the README.
Thanks for replying! Sorry again, I'll do better next time!
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