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


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Psyk0tik
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Old 06-21-2018 , 02:17   Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
Reply With Quote #111

I'll look into this. The props should disappear with the Tanks...
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emsit
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Old 06-21-2018 , 02:36   Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
Reply With Quote #112

I identified a problem. When the event is called (function eEventPlayerDeath), bIsTank(iTank) return false for me.

EDIT:

bIsTank(iTank) call function stock bool bIsInfected(int client) which includes a function IsPlayerAlive(client).
But it returns false because the client is already dead. You can not call IsPlayerAlive(client) from event player_death, because it always returns false
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Psyk0tik
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Old 06-21-2018 , 03:32   Re: [L4D & L4D2] Super Tanks++ (v8.5, 06-20-2018)
Reply With Quote #113

Quote:
Originally Posted by emsit View Post
I identified a problem. When the event is called (function eEventPlayerDeath), bIsTank(iTank) return false for me.

EDIT:

bIsTank(iTank) call function stock bool bIsInfected(int client) which includes a function IsPlayerAlive(client).
But it returns false because the client is already dead. You can not call IsPlayerAlive(client) from event player_death, because it always returns false
Good catch! Though, even if bIsTank returned false, the props should be deleted when the Tank dies. The code inside eEventPlayerDeath is only to make sure those props die. The props already have their SetParent set to the Tank, which means that when the Tank dies, the props should too. I'll keep looking into this.
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Old 06-21-2018 , 04:16   Re: [L4D & L4D2] Super Tanks++ (v8.6, 06-21-2018)
Reply With Quote #114

Released v8.6 today.

View the CHANGELOG for details.

(Thanks emsit!)
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Old 06-21-2018 , 06:26   Re: [L4D & L4D2] Super Tanks++ (v8.8, 06-21-2018)
Reply With Quote #115

Released v8.8 today.

View the CHANGELOG for details.
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Mi.Cura
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Old 06-21-2018 , 08:37   Re: [L4D & L4D2] Super Tanks++ (v8.2, 06-19-2018)
Reply With Quote #116

Quote:
Originally Posted by Crasher_3637 View Post
I'll check it out. Also, for the fireimmunity cvars, just use 1 or 0. It's like an on/off switch for fire immunity, so change stbomb_fireimmunity "2000" to just "1".



Edit: I tested with those settings and all the Tanks seem to be spawning with the right HPs. The only time they got weird HPs is when I set _extrahealth to anything above 99999. The limit is 99999 so if you set it to 100,000 then the Tank's HP would be bugged.

Sorry Crasher,

It was just an example, I mistakenly put the cvar fireimmunity here.

And I applied only cvrs for HP, At the time of copying here I copied it wrong.

I already know that the maximum HP can use for the tanks is 62,400.

I also believe that when the difficulty modes in the LF4D change by default, the HP of the ranks also change, for example: in advanced and expert mode the HP of the TANKS doubles the value.

I'll do more tests...
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Old 06-21-2018 , 16:52   Re: [L4D & L4D2] Super Tanks++ (v8.8, 06-21-2018)
Reply With Quote #117

Hello Crasher,

I did new tests, reviewed all the settings: Version 8.8 (June 21, 201

I tested in easy difficulty: I play alone

Spaw with TANKS and appeared with different HP:

some with 12,000, 13,000, 16,000 and one with 23,000

One note:

When you start to damage the tank, the damage count begins to decrease, but when it dies, the value of HP resets and shows 4950 HP

1.cfg (all Tanks with 1000 extrahealth)

stacid_extrahealth "1000"
stammo_extrahealth "1000"
stblind_extrahealth "1000"
stbomb_extrahealth "1000"
stbomb_extrahealth "1000"
stboomer_extrahealth "1000"
stboomer_extrahealth "1000"
stcharger_extrahealth "1000"
stclone_extrahealth "1000"
stcommon_extrahealth "1000"
stdefault_extrahealth "1000"
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Last edited by Mi.Cura; 06-21-2018 at 16:58.
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Psyk0tik
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Old 06-21-2018 , 17:24   Re: [L4D & L4D2] Super Tanks++ (v8.8, 06-21-2018)
Reply With Quote #118

Hmmmmm.

I really don't know what's causing it since all the code I use to modify the HP looks fine and all the Tanks spawn with the right amount of HP when I use your settings.
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Mi.Cura
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Old 06-21-2018 , 17:40   Re: [L4D & L4D2] Super Tanks++ (v8.8, 06-21-2018)
Reply With Quote #119

Quote:
Originally Posted by Crasher_3637 View Post
Hmmmmm.

I really don't know what's causing it since all the code I use to modify the HP looks fine and all the Tanks spawn with the right amount of HP when I use your settings.
Which HP appears to you?

And when he dies the damage counter shows how much?
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Psyk0tik
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Old 06-21-2018 , 17:46   Re: [L4D & L4D2] Super Tanks++ (v8.8, 06-21-2018)
Reply With Quote #120

Quote:
Originally Posted by Mi.Cura View Post
Which HP appears to you?

And when he dies the damage counter shows how much?
When I spawned each Tank, they all spawned with 41000 HP, default is 40000 HP since I use ABM with hard mode set to 2 and have 8 survivors.

I also use Infected Hud by MasterMind420 so when the Tank is dying, he starts at 4-something thousand HP before disappearing.

I don't know about the damage counter since I use my Gun Damage Booster and the damage range is consistent.
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