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[L4D2] Dynamic Path Manager


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Blakeocity
Senior Member
Join Date: Nov 2009
Old 02-01-2010 , 19:24   Re: [L4D2] Dynamic Path Manager
Reply With Quote #1

Works!
I only tried it once, it opened up the path for both teams.

Does it always open this path with the code you posted?
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 02-01-2010 , 22:07   Re: [L4D2] Dynamic Path Manager
Reply With Quote #2

i only did it once with what i posted. i tried several different values to see what would happen, but the most annoying part is that the path isnt chosen until the survivors are near the split off point (at least the first time) - or at least until they leave the safe room. makes it tough to test alone.
dirka_dirka is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-03-2010 , 14:59   Re: [L4D2] Dynamic Path Manager
Reply With Quote #3

Easier and dynamic way would possibly be stripping the cheats flag off ent_fire and then using those 2 relays to set the path:


ent_fire relay_hallway_close Trigger
ent_fire relay_stairwell_close Trigger

Youd need to disable Valves Trigger, of course..

ent_fire filter_survivor kill


The Compare-Override without Stripper would look like this..

ent_fire compare_minifinale setcomparevalue 6
ent_fire compare_minifinale compare


Heres the corresponding code, by stripper dump.

PHP Code:
{
"model" "*20"
"StartDisabled" "0"
"spawnflags" "1"
"origin" "1608 -1056 396"
"filtername" "filter_survivor"
"classname" "trigger_once"
"hammerid" "196210"
"OnTrigger" "compare_minifinaleCompare0.5-1"
"OnTrigger" "director_queryHowAngry0-1"
}{
"origin" "1584 -1008 440.729"
"targetname" "filter_survivor"
"Negated" "Allow entities that match criteria"
"filterteam" "2"
"classname" "filter_activator_team"
"hammerid" "196253"
}{
"origin" "1584 -1024 440.729"
"targetname" "director_query"
"noise" "25"
"minAngerRange" "1"
"maxAngerRange" "10"
"classname" "logic_director_query"
"hammerid" "196274"
"OutAnger" "compare_minifinaleSetCompareValue0-1"
}{
"origin" "1584 -1040 440.729"
"targetname" "compare_minifinale"
"InitialValue" "0"
"CompareValue" "6"
"classname" "logic_compare"
"hammerid" "196297"
"OnLessThan" "relay_hallway_closeTrigger0-1"
"OnGreaterThan" "relay_stairwell_closeTrigger0-1"
"OnEqualTo" "relay_stairwell_closeTrigger0-1"


Last edited by AtomicStryker; 02-03-2010 at 15:02.
AtomicStryker is offline
SkaP
Senior Member
Join Date: Dec 2009
Old 02-03-2010 , 21:05   Re: [L4D2] Dynamic Path Manager
Reply With Quote #4

Atomic that code will only work on Dead Ceneter 3 right?

It works great except the door in Dead Center 3 to activate the crescendo if you are sent to the bottom floor instead of the glass will not open in versus. This is game breaking if used while playing Dead Center.

Here is a pic:
[IMG]http://img198.**************/img198/723/c1m3mall0000.jpg[/IMG]

Last edited by SkaP; 02-04-2010 at 01:04.
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Blakeocity
Senior Member
Join Date: Nov 2009
Old 02-04-2010 , 04:01   Re: [L4D2] Dynamic Path Manager
Reply With Quote #5

Hmm, well Dirka method defiently only opens on bottom level, it works fine otherwise.

Haven't tried Atomic's.
Blakeocity is offline
untalented893
Senior Member
Join Date: Oct 2009
Old 02-05-2010 , 02:20   Re: [L4D2] Dynamic Path Manager
Reply With Quote #6

This is a lot of jargen that I don't understand, however it sounds like progress is being made. Thanks guys! I really appreciate the effort you guys put into all your plugins. Keep it up!
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 02-05-2010 , 06:40   Re: [L4D2] Dynamic Path Manager
Reply With Quote #7

I would very much like to see a plugin which enables dynamic paths in versus games as valve made it sound so great when they advertised the game, only to find out they completely disabled it in versus. I never play coop :/
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untalented893
Senior Member
Join Date: Oct 2009
Old 02-13-2010 , 02:42   Re: [L4D2] Dynamic Path Manager
Reply With Quote #8

So I'm guessing that we came to a conclusion that this isn't possible/likely? If so, thanks for the effort guys!
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Visual77
Veteran Member
Join Date: Jan 2009
Old 02-13-2010 , 03:55   Re: [L4D2] Dynamic Path Manager
Reply With Quote #9

Are there any more paths then the one on c1m3?
Visual77 is offline
SkaP
Senior Member
Join Date: Dec 2009
Old 02-13-2010 , 04:29   Re: [L4D2] Dynamic Path Manager
Reply With Quote #10

Quote:
Originally Posted by Visual77 View Post
Are there any more paths then the one on c1m3?
There is dynamic pathing on:
-C5M1(archway, fence, bar)
-C5M3(the graveyard shifts every map load)
-C2M1 go though pool or though motel rooms
-Swamp fever has bushes that block different paths on most maps
-Hard Rain does the same thing.

The only ones that really matter of C1M3 and C5M3. All other instances are just minor annoyances in your way.
SkaP is offline
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