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[L4D & L4D2] Mission and Weapons - Info Editor (1.25) [25-Oct-2023]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-15-2022 , 01:40   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.18) [15-Dec-2022]
Reply With Quote #231

Does the map section overwrite the gamemode section, or the other way around? I think it's better to load a different config such as "l4d_info_editor_weapons.versus.cfg" to prevent any conflicts like that. I guess it would be easier to have everything in 1 config and the gamemode override the main section. I could make both methods work, from it's own config and it's own section.

Edit: Feature added for version 1.19.
  • The plugin will attempt to load "l4d_info_editor_weapons.versus.cfg" or other game mode named config. If that file does not exist it will load the default "l4d_info_editor_weapons.cfg" data config file.
  • When loading the default "l4d_info_editor_weapons.cfg" file, if it contains it's own "versus" or other game mode sections they will overwrite any duplicate data already read from the "all" or map specific sections.
  • This also applies to the "l4d_info_editor_mission.cfg" data config.
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Last edited by Silvers; 12-15-2022 at 06:44.
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Mi.Cura
Veteran Member
Join Date: Dec 2016
Location: Brazil
Old 12-15-2022 , 08:51   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.18) [15-Dec-2022]
Reply With Quote #232

Quote:
Originally Posted by Silvers View Post
Can you show the sm_info_melee output?

Can you send me your l4d_info_editor_mission.cfg?

Which maps are not working?

I don't see any issues with 3rd party maps with or without custom melee weapons.
Hi Silver,
In my case when using version 1.15 or 1.16 or 1.17 up to 1.18
on third-party maps, melee doesn't load, this happens:
Attached pictures.
Arms of a special infected appear on the ground and it is possible to pick them up.

Campaign Name: Free Passage
But the same problem happened to several others.

sm_info_melee
Total melee weapons: 0/16

The only version that worked again was version 1.13.

OBS: I don't use any kind of special Meele, only the standard melees.
Attached Thumbnails
Click image for larger version

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Size:	55.3 KB
ID:	198521   Click image for larger version

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ID:	198522  
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Last edited by Mi.Cura; 12-15-2022 at 16:08.
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vancat
New Member
Join Date: May 2020
Location: American Colonies
Old 12-15-2022 , 08:52   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.18) [15-Dec-2022]
Reply With Quote #233

Quote:
Originally Posted by Silvers View Post
Can you show the sm_info_melee output?

Can you send me your l4d_info_editor_mission.cfg?

Which maps are not working?

I don't see any issues with 3rd party maps with or without custom melee weapons.
-------------------------------------------------
the official melee doesn't work on some third'party maps
error maps:
https://steamcommunity.com/sharedfil...?id=2783484731
https://steamcommunity.com/sharedfil...?id=2720771243
----console------------------------------------
sm_info_melee

Total melee weapons: 0/16
-------------------------------------------------
work map:
https://steamcommunity.com/sharedfil.../?id=128424524
----console-------------------------------------
sm_info_melee
StringTable 1: [fireaxe]
StringTable 2: [frying_pan]
StringTable 3: [machete]
StringTable 4: [baseball_bat]
StringTable 5: [crowbar]
StringTable 6: [cricket_bat]
StringTable 7: [tonfa]
StringTable 8: [katana]
StringTable 9: [electric_guitar]
StringTable 10: [knife]
StringTable 11: [golfclub]
StringTable 12: [pitchfork]
StringTable 13: [shovel]
StringTable 14: [b_foamfinger]

MissionData 1. fireaxe
MissionData 2. frying_pan
MissionData 3. machete
MissionData 4. baseball_bat
MissionData 5. crowbar
MissionData 6. cricket_bat
MissionData 7. tonfa
MissionData 8. katana
MissionData 9. electric_guitar
MissionData 10. knife
MissionData 11. golfclub
MissionData 12. pitchfork
MissionData 13. shovel
MissionData 14. b_foamfinger
Total melee weapons: 14/16
-------------------------------------------------

Last edited by vancat; 12-15-2022 at 08:55.
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ProjectSky
AlliedModders Donor
Join Date: Aug 2020
Old 12-15-2022 , 12:39   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.18) [15-Dec-2022]
Reply With Quote #234

Quote:
Originally Posted by Silvers View Post
Does the map section overwrite the gamemode section, or the other way around? I think it's better to load a different config such as "l4d_info_editor_weapons.versus.cfg" to prevent any conflicts like that. I guess it would be easier to have everything in 1 config and the gamemode override the main section. I could make both methods work, from it's own config and it's own section.

Edit: Feature added for version 1.19.
  • The plugin will attempt to load "l4d_info_editor_weapons.versus.cfg" or other game mode named config. If that file does not exist it will load the default "l4d_info_editor_weapons.cfg" data config file.
  • When loading the default "l4d_info_editor_weapons.cfg" file, if it contains it's own "versus" or other game mode sections they will overwrite any duplicate data already read from the "all" or map specific sections.
  • This also applies to the "l4d_info_editor_mission.cfg" data config.
awesome thanks lot!
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-15-2022 , 18:03   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.19) [16-Dec-2022]
Reply With Quote #235

Quote:
Originally Posted by vancat View Post
-
Thanks for the feedback, this helped me testing to verify this update. I tested with Questionable Ethics, hopefully it's also working for "Suicide Blitz 2". I wasn't able to test that map.


Code:
1.19 (16-Dec-2022)
    - Fixed not loading melee weapons on certain maps under certain conditions. Thanks to "Mi.Cura" for reporting.
    - Feature added: plugin can load mode specific sections that overwrite previous data loaded from the "l4d_info_editor_mission.cfg" config. Requested by "ProjectSky".
    - Feature added: plugin can load mode specific configs, e.g. "l4d_info_editor_mission.versus.cfg" or "l4d_info_editor_mission.mutation3.cfg" for "Versus" or "Bleedout" modes etc.
    - These features also apply to the "l4d_info_editor_weapons.cfg" data config.
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Last edited by Silvers; 12-15-2022 at 18:05.
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choppledpickusfungus
Junior Member
Join Date: Dec 2022
Location: in a cardboard box
Old 12-18-2022 , 02:27   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.19) [16-Dec-2022]
Reply With Quote #236

How exactly would I go about editing the firing sound and viewmodels for a weapon? I'm using info straight from weapon_.txt and it won't work.
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Alexmy
Senior Member
Join Date: Oct 2014
Location: Russian Federation
Old 01-01-2023 , 23:16   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.19) [16-Dec-2022]
Reply With Quote #237

Is it possible to change to a custom weapon model? And how is it possible to implement it?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-07-2023 , 13:40   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.19) [16-Dec-2022]
Reply With Quote #238

Quote:
Originally Posted by choppledpickusfungus View Post
How exactly would I go about editing the firing sound and viewmodels for a weapon? I'm using info straight from weapon_.txt and it won't work.
Can you show how you have attempted this?


Quote:
Originally Posted by aiyoaiui View Post
-
Please read the error, your config is malformed.


Quote:
Originally Posted by Alexmy View Post
Is it possible to change to a custom weapon model? And how is it possible to implement it?
See the games existing configs and add those entries into this plugins config to try change the model, otherwise maybe a plugin would do it. Note that nested keyvalue sections must be added with "/" instead of being in different sections, I think the example config demonstrates this.
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z282846139
Member
Join Date: Aug 2018
Old 03-03-2023 , 02:09   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.19) [16-Dec-2022]
Reply With Quote #239

I made mistake that I put all the sp file into my server, and when compiled them, I notice that one of them named test, so I passed it, but I compiled the 'l4d_info_editor_weapons.sp' as well, and it comes a bug that when I pick up a fireaxe from the ground, it changes into a frying_pan.
So here is a NOTICE, that DO NOT compile the sp file 'l4d_info_test' and 'l4d_info_editor_weapons'
Hope it will help someone who did the same stupid thing.
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Fsky
Junior Member
Join Date: Mar 2023
Old 04-19-2023 , 13:22   Re: [L4D & L4D2] Mission and Weapons - Info Editor (1.19) [16-Dec-2022]
Reply With Quote #240

Hello Silvers, thank you for your work, I would like to ask if the plugin has a way to load the Spread data, I tried to add it in cfg, type sm_info_weapons_list and get
Code:
weapon_rifle_desert
... clip_size 66
... ReloadDuration 2.5
... CycleTime 0.07
... Damage 60
... Range 8192
... RangeModifier 0.97
... VerticalPunch 0.1
... SpreadPerShot 0.1
... MaxSpread 8
... SpreadDecay 4
... MinDuckingSpread 0.1
... MinStandingSpread 0.2
... MinInAirSpread 0.2
... MaxMovementSpread 0.2
But all the "Spread" data didn't actually take effect, even if I entered "sm_info_reload" it didn't change.
I'm using linux SM1.11,list of plugins I use
Code:
sm exts list
[SM] Displaying 12 extensions:
[01] Automatic Updater (1.11.0.6911): Updates SourceMod gamedata files
[02] Webternet (1.11.0.6911): Extension for interacting with URLs
[03] Accelerator (2.5.0): SRCDS Crash Handler
[04] SDK Hooks (1.11.0.6911): Source SDK Hooks
[05] BinTools (1.11.0.6911): Low-level C/C++ Calling API
[06] SDK Tools (1.11.0.6911): Source SDK Tools
[07] Top Menus (1.11.0.6911): Creates sorted nested menus
[08] Source Scramble (0.7.1): Tools for working with memory.
[09] DHooks (1.11.0.6911): Dynamic Hooks
[10] Client Preferences (1.11.0.6911): Saves client preference settings
[11] SQLite (1.11.0.6911): SQLite Driver
[12] Regex (1.11.0.6911): Provides regex natives for plugins
I've tried the VPK way, and changes like "damage" and "clip_size" work, but Changes to the "Spread" project occasionally failed

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