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[L4D2] Gun Control


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rek075
Member
Join Date: Oct 2009
Old 01-27-2010 , 18:57   Re: [L4D2] Gun Control
Reply With Quote #51

Quote:
Originally Posted by AtomicStryker View Post
If you worked out code for L4D, you could post a Plugin of your own
I could, but I would probably use your scripting as a base and build from there. I would rather offer the opportunity for you to integrate it than to create a branch that would have to be maintained separately. Thanks for the permission (well, what I would consider permission anyway) though.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-28-2010 , 09:10   Re: [L4D2] Gun Control
Reply With Quote #52

Quote:
Originally Posted by rek075 View Post
...than to create a branch that would have to be maintained separately.
Thats the entire point, you know. I dont offer support for L4D anymore
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 01-29-2010 , 13:34   Re: [L4D2] Gun Control
Reply With Quote #53

Quote:
Originally Posted by AtomicStryker View Post
Thats the entire point, you know. I dont offer support for L4D anymore
what a pitty, what a shame l4d1 is far better than the sequel, l4d2 is fun but valve screwed so many things in the entire game...
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 01-29-2010 , 16:13   Re: [L4D2] Gun Control
Reply With Quote #54

I disagree. Apart from the Characters (bland) and the weaponmodels (too close and poorly animated) L4D2 is mostly better. Theres more and better game mechanics, maps are longer and new crescendo types superior...

Of course theres outright crap like the Invisiwalls everywhere and other critique points ... but hey if the game was perfect it wouldnt need mods.
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satannuts
Member
Join Date: Jan 2010
Old 02-08-2010 , 16:05   Re: [L4D2] Gun Control
Reply With Quote #55

got this in my sm error log today...

L 02/08/2010 - 02:10:08: SourceMod error session started
L 02/08/2010 - 02:10:08: Info (map "c3m4_plantation") (file "errors_20100208.log")
L 02/08/2010 - 02:10:08: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:10:08: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:10:08: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:10:10: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:10:10: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:10:10: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:10:19: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:10:19: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:10:19: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:106: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:106: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:106: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:108: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:108: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:108: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:10:41: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:10:41: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:10:41: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:10:43: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:10:43: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:10:43: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 02:10:59: [SM] Native "IsClientInGame" reported: Client index -1 is invalid
L 02/08/2010 - 02:10:59: [SM] Displaying call stack trace for plugin "l4d2_guncontrol.smx":
L 02/08/2010 - 02:10:59: [SM] [0] Line 217, l4d2_guncontrol.sp::Cmd_GiveAmmo()
L 02/08/2010 - 03:29:27: Error log file session closed.


been using this plugin for a few weeks and this is the firt time it spit out an error... should I be alarmed?
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TheLight
New Member
Join Date: Mar 2010
Old 03-20-2010 , 17:52   Re: [L4D2] Gun Control
Reply With Quote #56

How do i get this to work? Can someone make a small guide?
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cigs
Senior Member
Join Date: Jul 2006
Old 04-15-2010 , 14:31   Re: [L4D2] Gun Control
Reply With Quote #57

If a player allready has incendiary ammo or explosive rounds can you add that amount up?

Examples:
- I have 20 explosive rounds and I take 1 clip of explosive rounds (50) = 70 explosive rounds total
- I have 20 explosive rounds and I take 1 clip of incendiary ammo (50) = 50 incendiary ammo (explosive rounds removed)
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 04-15-2010 , 15:02   Re: [L4D2] Gun Control
Reply With Quote #58

Could do that in theory, but i think Valve decided it to be the way it is for a reason. And i cant think of a valid argument to do it.
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chris1701
Senior Member
Join Date: Nov 2009
Old 04-16-2010 , 21:16   Re: [L4D2] Gun Control
Reply With Quote #59

How do I modify pistol's and magnum's ammo because I want to make them into primary weapons
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chris1701
Senior Member
Join Date: Nov 2009
Old 04-16-2010 , 21:55   Re: [L4D2] Gun Control
Reply With Quote #60

Allows you to scavenge dropped guns for contained ammo. Say you all had lasered AKs, youre all nearly dry on ammo, you come across new guns, your mates grab some. They dropped their AKs which still contain 30-50 rounds each. But you refuse!! to let go of your favourite pwnage utility. You can now pick them up to get the contained ammo reserves.

Do I need to type any command to wiped that gun's ammo out?
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