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[L4D2] Routing (Dynamic Paths)


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GanjaStar
Senior Member
Join Date: Jun 2009
Old 08-07-2010 , 18:35   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #211

it changes the maps. closes of some paths and stuff like that. its what valve promised the game would have on release.
GanjaStar is offline
Searcher64
Senior Member
Join Date: Apr 2010
Old 08-07-2010 , 18:41   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #212

Interesting...so how do you use it? I don't understand the cvars on the first post to explain how they are able to block paths...
Searcher64 is offline
MANGO SENTINEL
Junior Member
Join Date: Apr 2010
Old 08-07-2010 , 19:36   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #213

Quote:
Originally Posted by GanjaStar View Post
hard rain map 3, hard pathing, we couldnt advance past the area where you have to go over the pipe. the path was blocked off completely and its the only path.
There's a small eyebeam looking thing that you have to jump onto from the pipe you normally cross

Then you jump up onto the big metal ramp from that eyebeam

Pretty tricky and I'm not sure if that's intended but it's a way to get by for now
MANGO SENTINEL is offline
dani1341
BANNED
Join Date: Feb 2010
Old 08-08-2010 , 00:49   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #214

is it possible to spawn the jukebox ?

EDIT : found following code from The Passing

Code:
versioninfo
{
	"editorversion" "400"
	"editorbuild" "4929"
	"mapversion" "1"
	"formatversion" "100"
	"prefab" "0"
}
visgroups
{
}
viewsettings
{
	"bSnapToGrid" "1"
	"bShowGrid" "1"
	"bShowLogicalGrid" "0"
	"nGridSpacing" "16"
	"bShow3DGrid" "0"
}
world
{
	"id" "1"
	"mapversion" "1"
	"classname" "worldspawn"
	"skyname" "sky_l4d_rural02_hdr"
	"maxpropscreenwidth" "-1"
	"detailvbsp" "detail.vbsp"
	"detailmaterial" "detail/detailsprites"
	"musicpostfix" "Waterfront"
}
entity
{
	"id" "3"
	"classname" "func_button"
	"angles" "-0 -90 0"
	"disablereceiveshadows" "0"
	"disableX360" "0"
	"fademaxdist" "0"
	"fademindist" "-1"
	"fadescale" "1"
	"health" "0"
	"lip" "0"
	"locked_sentence" "0"
	"locked_sound" "0"
	"maxcpulevel" "0"
	"maxgpulevel" "0"
	"mincpulevel" "0"
	"mingpulevel" "0"
	"movedir" "-0 0 0"
	"origin" "9 -0.5 19.93"
	"renderamt" "255"
	"rendercolor" "255 255 255"
	"renderfx" "0"
	"rendermode" "0"
	"sounds" "0"
	"spawnflags" "1057"
	"speed" "200"
	"targetname" "jukebox_button"
	"unlocked_sentence" "0"
	"unlocked_sound" "0"
	"wait" "-1"
	connections
	{
		"OnPressed" "jukebox_scriptrunscriptcodeSwitchRecords()0-1"
		"OnPressed" "!selfLock0-1"
	}
	solid
	{
		"id" "4"
		side
		{
			"id" "18"
			"plane" "(18 0 32) (18 0 7.85899) (18 -1 7.85899)"
			"material" "TOOLS/TOOLSNODRAW"
			"uaxis" "[0 1 0 42] 0.25"
			"vaxis" "[0 0 -1 -4.00159] 0.25"
			"rotation" "0"
			"lightmapscale" "32"
			"smoothing_groups" "0"
		}
		side
		{
			"id" "17"
			"plane" "(0 -1 32) (0 -1 7.85899) (0 0 7.85899)"
			"material" "TOOLS/TOOLSNODRAW"
			"uaxis" "[0 -1 0 -42] 0.25"
			"vaxis" "[0 0 -1 -4.00159] 0.25"
			"rotation" "0"
			"lightmapscale" "32"
			"smoothing_groups" "0"
		}
		side
		{
			"id" "16"
			"plane" "(0 0 32) (0 0 7.85899) (18 0 7.85899)"
			"material" "TOOLS/TOOLSNODRAW"
			"uaxis" "[-1 0 0 35.9976] 0.25"
			"vaxis" "[0 0 -1 -48.2816] 0.25"
			"rotation" "0"
			"lightmapscale" "32"
			"smoothing_groups" "0"
		}
		side
		{
			"id" "15"
			"plane" "(18 -1 32) (18 -1 7.85899) (0 -1 7.85899)"
			"material" "TOOLS/TOOLSNODRAW"
			"uaxis" "[-1 0 0 35.9976] 0.25"
			"vaxis" "[0 0 -1 -48.2816] 0.25"
			"rotation" "0"
			"lightmapscale" "32"
			"smoothing_groups" "0"
		}
		side
		{
			"id" "14"
			"plane" "(0 0 7.85899) (0 -1 7.85899) (18 -1 7.85899)"
			"material" "TOOLS/TOOLSNODRAW"
			"uaxis" "[0 -1 0 -42] 0.25"
			"vaxis" "[1 0 0 -1.99756] 0.25"
			"rotation" "0"
			"lightmapscale" "32"
			"smoothing_groups" "0"
		}
		side
		{
			"id" "13"
			"plane" "(0 -1 32) (0 0 32) (18 0 32)"
			"material" "TOOLS/TOOLSNODRAW"
			"uaxis" "[0 1 0 42] 0.25"
			"vaxis" "[1 0 0 -1.99756] 0.25"
			"rotation" "0"
			"lightmapscale" "32"
			"smoothing_groups" "0"
		}
		editor
		{
			"color" "220 30 220"
			"visgroupshown" "1"
			"visgroupautoshown" "1"
		}
	}
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[7500 -1768]"
	}
}
entity
{
	"id" "6"
	"classname" "ambient_generic"
	"angles" "-0 -90 0"
	"health" "10"
	"message" "Jukebox.NeedleScratch"
	"pitch" "100"
	"pitchstart" "100"
	"radius" "1250"
	"spawnflags" "48"
	"targetname" "jukebox_needle_scratch_sound"
	"origin" "9.5 -13.5 21"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[7500 -1268]"
	}
}
entity
{
	"id" "9"
	"classname" "ambient_generic"
	"angles" "-0 -90 0"
	"health" "10"
	"message" "Jukebox.RecordStart"
	"pitch" "100"
	"pitchstart" "100"
	"radius" "1250"
	"spawnflags" "48"
	"targetname" "jukebox_record_starting_sound"
	"origin" "8.5 10.5 21"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[7500 -768]"
	}
}
entity
{
	"id" "12"
	"classname" "logic_script"
	"angles" "-0 -90 0"
	"Group01" "jukebox_song_1"
	"Group02" "jukebox_song_2"
	"Group03" "jukebox_song_3"
	"Group04" "jukebox_song_4"
	"Group05" "jukebox_song_5"
	"Group06" "song_horde_timer"
	"Group07" "jukebox_body_model"
	"Group08" "jukebox_menu_model"
	"Group10" "jukebox_rare_song_1"
	"Group11" "jukebox_rare_song_2"
	"Group13" "jukebox_record_starting_sound"
	"Group14" "jukebox_needle_scratch_sound"
	"Group15" "song_game_event"
	"targetname" "jukebox_script"
	"vscripts" "jukebox_dlc1"
	"origin" "12.98 -0.5 26"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 0]"
	}
}
entity
{
	"id" "14"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.saints_will_never_come"
	"targetname" "jukebox_song_3"
	"origin" "-5.5 5.5 35"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 500]"
	}
}
entity
{
	"id" "17"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.re_your_brains"
	"targetname" "jukebox_song_4"
	"origin" "-5.5 12.5 34"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 1000]"
	}
}
entity
{
	"id" "20"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.Ridin1"
	"targetname" "jukebox_song_2"
	"origin" "-5.5 -2.5 35"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 1500]"
	}
}
entity
{
	"id" "23"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.BadMan1"
	"targetname" "jukebox_song_1"
	"origin" "-5.5 -11.5 35"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 2000]"
	}
}
entity
{
	"id" "26"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.still_alive"
	"targetname" "jukebox_rare_song_1"
	"origin" "-5.5 -0.5 46"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 2500]"
	}
}
entity
{
	"id" "29"
	"classname" "prop_dynamic"
	"angles" "0 90 0"
	"DefaultAnim" "idle"
	"disableshadows" "1"
	"fademaxdist" "850"
	"fademindist" "700"
	"fadescale" "1"
	"glowcolor" "0 0 0"
	"MaxAnimTime" "10"
	"MinAnimTime" "5"
	"model" "models/props_unique/jukebox01.mdl"
	"renderamt" "255"
	"rendercolor" "255 255 255"
	"skin" "0"
	"solid" "6"
	"spawnflags" "0"
	"targetname" "jukebox_body_model"
	connections
	{
		"OnUser1" "jukebox_scriptrunscriptcodePlaySong()0-1"
		"OnUser1" "jukebox_buttonUnlock0.2-1"
	}
	"origin" "-2.5 -0.5 -1"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 3000]"
	}
}
entity
{
	"id" "33"
	"classname" "prop_dynamic"
	"angles" "0 90 0"
	"disableshadows" "1"
	"fademindist" "-1"
	"fadescale" "1"
	"glowcolor" "0 0 0"
	"MaxAnimTime" "10"
	"MinAnimTime" "5"
	"model" "models/props_unique/jukebox01_menu.mdl"
	"renderamt" "255"
	"rendercolor" "255 255 255"
	"skin" "0"
	"solid" "6"
	"spawnflags" "0"
	"targetname" "jukebox_menu_model"
	"origin" "9.5 -0.5 11"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 3500]"
	}
}
entity
{
	"id" "37"
	"classname" "light_spot"
	"_castentityshadow" "1"
	"_cone" "60"
	"_constant_attn" "0"
	"_distance" "0"
	"_exponent" "1"
	"_fifty_percent_distance" "46"
	"_hardfalloff" "0"
	"_inner_cone" "30"
	"_light" "241 207 143 100"
	"_lightHDR" "-1 -1 -1 1"
	"_lightscaleHDR" "0.5"
	"_linear_attn" "0"
	"_quadratic_attn" "1"
	"_shadoworiginoffset" "0 0 0"
	"_zero_percent_distance" "108"
	"angles" "-35.5 0 90"
	"pitch" "-35.5"
	"spawnflags" "0"
	"style" "0"
	"origin" "11.5 1.5 29"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 4000]"
	}
}
entity
{
	"id" "42"
	"classname" "logic_timer"
	"angles" "-0 -90 0"
	"RefireTime" "42"
	"spawnflags" "0"
	"StartDisabled" "1"
	"targetname" "song_horde_timer"
	connections
	{
		"OnTimer" "director_panic_relayTrigger01"
		"OnTimer" "!selfDisable0.1-1"
	}
	"origin" "18.5 -1.91016 13.421"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 4500]"
	}
}
entity
{
	"id" "44"
	"classname" "logic_relay"
	"angles" "-0 -90 0"
	"StartDisabled" "1"
	"targetname" "director_panic_relay"
	connections
	{
		"OnTrigger" "directorForcePanicEvent01"
	}
	"origin" "18.5 -7.72998 -2.104"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 5000]"
	}
}
entity
{
	"id" "46"
	"classname" "info_gamemode"
	"angles" "-0 -90 0"
	connections
	{
		"OnCoop" "director_panic_relayEnable0-1"
		"OnVersus" "director_panic_relayEnable0-1"
	}
	"origin" "9.5 7.5 -4.423"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 5500]"
	}
}
entity
{
	"id" "48"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.SaveMeSomeSugar"
	"targetname" "jukebox_song_5"
	"origin" "-5.5 20.5 34"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 6000]"
	}
}
entity
{
	"id" "51"
	"classname" "ambient_music"
	"angles" "-0 -90 0"
	"message" "Jukebox.AllIWantForXmas"
	"targetname" "jukebox_rare_song_2"
	"origin" "-5.5 4.5 46"
	editor
	{
		"color" "220 30 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 6500]"
	}
}
entity
{
	"id" "54"
	"classname" "logic_game_event"
	"angles" "-0 -90 0"
	"eventName" "song_played"
	"spawnflags" "0"
	"targetname" "song_game_event"
	"origin" "-2.5 -20.5 -5"
	editor
	{
		"color" "220 220 220"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[8000 7000]"
	}
}
entity
{
	"id" "56"
	"classname" "prop_static"
	"angles" "0 90 0"
	"disableselfshadowing" "1"
	"disableshadows" "0"
	"disablevertexlighting" "1"
	"fademaxdist" "0"
	"fademindist" "-1"
	"fadescale" "1"
	"ignorenormals" "0"
	"model" "models/props_unique/jukebox01_body.mdl"
	"renderamt" "255"
	"rendercolor" "255 255 255"
	"skin" "0"
	"solid" "6"
	"origin" "-2.5 -0.5 -1"
	editor
	{
		"color" "255 255 0"
		"visgroupshown" "1"
		"visgroupautoshown" "1"
		"logicalpos" "[500 -7768]"
	}
}
cameras
{
	"activecamera" "-1"
}
cordons
{
	"active" "0"
}
I want that when the survivors camp in my server that they can hear a bit music

Last edited by dani1341; 08-08-2010 at 00:53.
dani1341 is offline
untalented893
Senior Member
Join Date: Oct 2009
Old 08-08-2010 , 01:06   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #215

Quote:
Originally Posted by MANGO SENTINEL View Post
There's a small eyebeam looking thing that you have to jump onto from the pipe you normally cross

Then you jump up onto the big metal ramp from that eyebeam

Pretty tricky and I'm not sure if that's intended but it's a way to get by for now


This was not intended. I have this issue on my server too, I'm working on a fix. Thanks for letting me know
untalented893 is offline
ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 08-08-2010 , 07:12   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #216

untalented maybe u could add some spawn of lockers for the "EASY" level?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 08-08-2010 , 14:20   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #217

more reports. hard rain map 1:

car after climbing the ladder on the camper, near the alarm car, there is a wooden fence on the car next to the camper, and it looks very odd, i forgot to take a screenie. but its not pretty at all.

also, on map 1, at the start, if your forced the go on the roof, the plugin still hasnt loaded a path, so the door at the bottom has an invisible wall. not gamebreaking, but pubs don't like invisible walls. they call it cheats

also, dark crnival map 1. the truck pathing block on start of the map spawn out of thin air. again the plugin loads to late.

atomic stryker, could you mod the plugin to instantly load the random path and force it?
GanjaStar is offline
untalented893
Senior Member
Join Date: Oct 2009
Old 08-08-2010 , 16:02   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #218

Quote:
Originally Posted by GanjaStar View Post
more reports. hard rain map 1:

car after climbing the ladder on the camper, near the alarm car, there is a wooden fence on the car next to the camper, and it looks very odd, i forgot to take a screenie. but its not pretty at all.

also, on map 1, at the start, if your forced the go on the roof, the plugin still hasnt loaded a path, so the door at the bottom has an invisible wall. not gamebreaking, but pubs don't like invisible walls. they call it cheats

also, dark crnival map 1. the truck pathing block on start of the map spawn out of thin air. again the plugin loads to late.

atomic stryker, could you mod the plugin to instantly load the random path and force it?
Thanks, I'm looking into all of these. That fence was a place holder TBH. I have to find something else to make it a point of no return. Hard Rain 1 forcing to the roof is an issue I will probably remove it. Dark Carnival I'm fine with because it spawns before people hit the invisible wall and it's just more of a surprise than an issue.

Quote:
untalented maybe u could add some spawn of lockers for the "EASY" level?
No, my maps are meant to make it harder on the survivors, not easier. The easy path is left as valve intended to be considered "easy."


Quote:
hard rain map 3, hard pathing, we couldnt advance past the area where you have to go over the pipe. the path was blocked off completely and its the only path.
I've attached a TEMPORARY cfg file for HR3 to fix the issue. I just removed the path block on the return. I will have a permanent fix soon.
Attached Files
File Type: cfg c4m3_sugarmill_b.cfg (7.5 KB, 180 views)
untalented893 is offline
GanjaStar
Senior Member
Join Date: Jun 2009
Old 08-08-2010 , 17:43   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #219

yeah dark carni is not as bad as hard rain 1 invisible wall.

that was pointed towards atomic stryker, because if the path is forced at map load, the issue would be gone. Ill try to take a look at the code and see if i can figure it out with my limited knowledge.
GanjaStar is offline
GanjaStar
Senior Member
Join Date: Jun 2009
Old 08-09-2010 , 06:55   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #220

parish map 4. one of the medium or hard paths, right out of the safehouse there are invisible walls.forcing to easy is the only solution.
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