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Solved (L4D2)disable tank celebration


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xZk
Senior Member
Join Date: Nov 2017
Location: cl
Old 10-06-2019 , 15:59   (L4D2)disable tank celebration
Reply With Quote #1

Hi all, I would like to know if it is possible to disable or cancel the celebration of the Tank, when it attacks the survivors in coop modes.
example celebrations:

Last edited by xZk; 10-07-2019 at 11:15.
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 10-07-2019 , 03:31   Re: (L4D2)disable tank celebration
Reply With Quote #2

PHP Code:
#pragma semicolon 1

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
//#include <l4d_director_api>
//#include <l4d_stocks>
//#include <l4d2_vscript>


public OnClientPutInServer(iClient)
{
    
SDKHook(iClientSDKHook_PostThinkPostUpdateThink);
}

public 
UpdateThink(iTank)
{
    if(
GetEntProp(iTankProp_Send"m_zombieClass") != || !IsPlayerAlive(iTank))
        return;
    
    switch(
GetEntProp(iTankProp_Send"m_nSequence"2))
    {
        case 
54555657585960:
        {
            
SetEntPropFloat(iTankProp_Send"m_flPlaybackRate"999.0);
        }
            
//SetEntPropFloat(iTank, Prop_Send, "m_flCycle", 1.0);
    
}

Old code that should do it for you.
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xZk
Senior Member
Join Date: Nov 2017
Location: cl
Old 10-07-2019 , 11:14   Re: (L4D2)disable tank celebration
Reply With Quote #3

it's works nice, thanks Lux
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hoanganh81097
Senior Member
Join Date: Apr 2016
Old 10-07-2019 , 11:25   Re: (L4D2)disable tank celebration
Reply With Quote #4

what does "celebration" mean ?
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geipoe
BANNED
Join Date: Sep 2016
Location: https://t.me/pump_upp
Old 12-21-2019 , 12:33   Re: (L4D2)disable tank celebration
Reply With Quote #5

Quote:
Originally Posted by Lux View Post
PHP Code:
#pragma semicolon 1

#include <sourcemod>
#include <sdktools>
#include <sdkhooks>
//#include <l4d_director_api>
//#include <l4d_stocks>
//#include <l4d2_vscript>


public OnClientPutInServer(iClient)
{
    
SDKHook(iClientSDKHook_PostThinkPostUpdateThink);
}

public 
UpdateThink(iTank)
{
    if(
GetEntProp(iTankProp_Send"m_zombieClass") != || !IsPlayerAlive(iTank))
        return;
    
    switch(
GetEntProp(iTankProp_Send"m_nSequence"2))
    {
        case 
54555657585960:
        {
            
SetEntPropFloat(iTankProp_Send"m_flPlaybackRate"999.0);
        }
            
//SetEntPropFloat(iTank, Prop_Send, "m_flCycle", 1.0);
    
}

Old code that should do it for you.
This code helps a lot, but sometimes the tank will stuck for a well after knock down the player, is that a way to solve this problem?
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