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[L4D2] Standardized Revamp Structure 1.0 RTW


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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-02-2010 , 12:48   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #371

The thing is they DID perform (DIE AT..) the same. If you didnt want this to happen youd have to disable the tank or have it spawn right at map start.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-02-2010 , 18:05   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #372

Quote:
Originally Posted by AtomicStryker View Post
The thing is they DID perform (DIE AT..) the same. If you didnt want this to happen youd have to disable the tank or have it spawn right at map start.
yeah, i was just ranting on my siwhful thinking on what scoring should be, not what can be done or what is.

finally you made a new thread
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loraliromance
Senior Member
Join Date: Apr 2009
Old 10-08-2010 , 10:18   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #373

I'm currently using this version : http://forums.alliedmods.net/showthread.php?t=128578

I seem to be having an issue....

On EVERY LEVEL, the second team to play each level are not getting kits.

So we started out survivor the next team to play survivors got no kits, same for the rest of the campaign.


This is in the cfg

Code:
    "Medkits, outside Saferoom"
    {
        "classname"                "weapon_first_aid_kit_spawn"
        "removal_factor"        "0.0"                                    // remove 60% of map Medkits
        "convarremove"            "srs_remove_map_medkits_factor"
        
        "replace_factor"        "1.0"                                    // replace all remaining(!) Medkits with...
        "convarreplace"            "srs_replace_map_medkits_factor"
        "replace_classname"        "weapon_pain_pills_spawn"                // Pills!
        "convarreplaceclass"    "srs_replace_map_medkits_with"
        
        "aroundspawnpoint"        "no"                                    // this specifies the setting as "all but saferoom"
    }
    "Incendiary Ammo"
    {
        "classname"                "weapon_upgradepack_incendiary_spawn"
        "removal_factor"        "0.6"                                    // remove all of this item
        "convarremove"            "srs_remove_incendammo_factor"
    }
    
    "Explosive Ammo"
    {
        "classname"                "weapon_upgradepack_explosive_spawn"
        "removal_factor"        "0.6"
        "convarremove"            "srs_remove_explosiveammo_factor"
    }
}
This is in my server.cfg

Code:
srs_bosses_unprohibit "1" // Allow tanks to spawn on maps that normally prohibit it
srs_finaleghost_rangemod_enabled "1" // Turn the Range Mod Module on or off
srs_finaleghost_rangemod_range "150.0" // How close to the Survivors are Infected allowed to spawn during Finale
srs_infected_despawn "1" // Enable or Disable the Infected Despawner
srs_infected_despawn_distance "700.0" // How far behind a Zombie has to be for removal, in Ingame Distance Units per Second
srs_infected_despawn_min_advance "33.0" // How much distance in Ingame Distance Units per Second the Survivors must have advanced for Despawning to trigger
srs_infected_despawn_min_lifetime "15.0" // How many seconds a Zombie should be alive for before it can be despawned
srs_infected_despawn_near_safety "1000.0" // If the Survivors are this close to the Saferoom the Despawner stops working
srs_infected_respawn "1" // Enable or Disable respawning of de-spawned Common Infected
srs_tank_immunity_time "2.0" // Time that the tank has godmode/fire immunity after player control
srs_tank_prelight_fix "1" // Enable tank pre-light precautions
srs_tank_misspawn_fix "1" // Enable tank mis-spawn precautions
srs_water_brake "1" // Enable or Disable the Water Brake functionality
srs_water_brake_speed "0.75" // How much Survivors will be slowed down in Water, 0.75 means 75% speed
srs_water_slow_jockeyed_ones "0" // Will a Jockeyed Survivor get slowed too?
srs_water_slow_at_low_health "0" // Enable or Disable Water Brake for low Health Survivors
srs_remove_enabled "1" // Enable the Removal Module
srs_scoring_enabled "0" // Enable the Scoring Module
srs_debug "0" // Enable debug output in srsmod
srs_debug_in "1" // Sum of debug flags for debug sources (1-normal, 2-spam)
srs_debug_out "2" // Sum of debug flags for debug outputs (1-server, 2-log, 4-chat, 8-adminchat)
srs_gamemodeactive "versus,teamversus,mutation12,mutation13"
Any idea why? I seem to have terrible luck with my server being pills only besides saferoom kits. I was using medkit density before and the 2nd team only got pills in the saferoom instead of kits.

>:/

thanks for nay help.


*EDIT

Also, I'm up to date on SDKHooks and L4Downtown

Last edited by loraliromance; 10-08-2010 at 10:28.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 10-08-2010 , 11:49   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #374

The version you linked is terribly outdated and may never have worked ... its in the 'trash' section for a reason.

On that note, THIS THEAD is outdated.

http://forums.alliedmods.net/showthread.php?t=128581
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loraliromance
Senior Member
Join Date: Apr 2009
Old 10-08-2010 , 11:57   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #375

Quote:
Originally Posted by AtomicStryker View Post
The version you linked is terribly outdated and may never have worked ... its in the 'trash' section for a reason.

On that note, THIS THEAD is outdated.

http://forums.alliedmods.net/showthread.php?t=128581


Ah, cool, I got confused where to get it from.

I'll update it with the version in that thread and let you know if it still magically happens, thankies
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loraliromance
Senior Member
Join Date: Apr 2009
Old 10-08-2010 , 12:24   Re: [L4D2] Standardized Revamp Structure 1.0 RTW
Reply With Quote #376

Okay, Updated all of that, It's still happening >.<

*EDIT* i'll post in the other thread so i'm not confused anymore lol

Last edited by loraliromance; 10-08-2010 at 18:48.
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