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Stripper:Source (Updated 2011-04-15)


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larrybrains
Senior Member
Join Date: May 2017
Old 10-28-2020 , 15:38   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #1

I am trying to add a bit of a halloween scene to a map on my server and I want to add a witch crying in the background. Here is the code I have c8m1_apartment, but it isn't working. Anyone have any insight?
PHP Code:
add:
; --- 
witch cry sound
{
    
"targetname" "witch_crying"
    "origin" "1158 2619 128"
    "message" "WitchZombie.Despair"
    "classname" "ambient_generic"
    "spawnflags" "16"
    "volstart" "0"
    "cspinup" "0"
    "fadeinsecs" "0"
    "spinup" "0"
    "fadeoutsecs" "0"
    "spindown" "0"
    "health" "10"
    "lfmodpitch" "0"
    "radius" "4000"
    "lfmodvol" "0"
    "preset" "0"
    "lforate" "0"
    "pitchstart" "100"
    "lfotype" "0"
    "pitch" "100"
}
{
    
"origin" "1158 2619 128"
    "classname"    "logic_auto"
     "OnMapSpawn" "witch_crying,PlaySound,,5,0"
     "spawnflags" "0"

I managed to get an info_particle_system to trigger using the same method with a logic_auto, so I believe there is something wrong with my ambient_generic, but I am not sure what that is.

Last edited by larrybrains; 10-28-2020 at 15:45.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 10-29-2020 , 13:51   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #2

Quote:
Originally Posted by Bacardi View Post
On the map, use server command stripper_dump
Look inside stripper folder, map dump file.


L4D2 how do I remove chainsaw or object on all maps
Why doing this for every map when there are global filters ?

filter:
{
"classname" "weapon_grenade_launcher"
}
{
"classname" "weapon_grenade_launcher_spawn"
}

Both are not working.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 10-29-2020 , 16:07   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #3

Answer is in url link what I posted.
Quote:
Originally Posted by JLmelenchon View Post
Why doing this for every map when there are global filters ?

filter:
{
"classname" "weapon_grenade_launcher"
}
{
"classname" "weapon_grenade_launcher_spawn"
}

Both are not working.
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 02-16-2021 , 23:22   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #4

In Left 4 Dead 2, how can I create multiple prop_physics, with 100% chance spawn in all my gamemodes on one map?

Edit:
Okay, I found a way to make spawn items with 100% chance, I don't know if it's the best way.
Only i put a logic_auto, point_template and the prop_physics entities to spawn 100% chance.
(I gather this also works with other types of entities, like weapon_*)

Example:
c8m5_rooftop.cfg
Spoiler

If you want other "prop_physics"
Only change the "model"

"model" "models/props_junk/gascan001a.mdl" <--- gascan red
"model" "models/props_junk/explosive_box001.mdl" <--- firework crate
"model" "models/props_junk/propanecanister001a.mdl" <--- propane tank
"model" "models/props_equipment/oxygentank01.mdl" <--- oxygen tank

Example:
"model" "models/props_junk/propanecanister001a.mdl"
change to
"model" "models/props_junk/gascan001a.mdl"

Last edited by Tonblader; 02-17-2021 at 02:47.
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Proaxel
Member
Join Date: Oct 2014
Old 04-18-2021 , 01:52   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #5

I decided to try adding my own objectives to existing L4D2 maps with Stripper, I started on a simple one in the c1m3 where basically a prop_physics in the form of an unbreakable door is now blocking the main path forward and the survivors need to take a small detour to interact with a button, that will unlock another button in front of the door, and then that using that button breaks the prop after a short delay. The problem is that when said prop exists, I get the "ERROR FLOW IS BROKEN" message and all the symptoms that come with that, (no commons spawning, etc). Besides that everything is working fine.

For those wondering, the door is in this part of the level:


This is how it was originally


I know the Sky competitive config, where I took inspiration from, added similar objectives via Stripper where there were now things blocking the way and survivors need to complete new objectives to clear them, and they had the flow working just fine. Does anyone know how to fix this problem? Thanks in advance.

Edit: I found a workaround, I changed the prop_physics to prop_door_rotating and changed the inputs, outputs and flags accordingly, and it seems to work without breaking flow now.

Last edited by Proaxel; 04-18-2021 at 03:50.
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AlexAlcala
Member
Join Date: May 2019
Location: Perú
Old 05-31-2021 , 15:00   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #6

Quote:
Originally Posted by Proaxel View Post
I decided to try adding my own objectives to existing L4D2 maps with Stripper, I started on a simple one in the c1m3 where basically a prop_physics in the form of an unbreakable door is now blocking the main path forward and the survivors need to take a small detour to interact with a button, that will unlock another button in front of the door, and then that using that button breaks the prop after a short delay. The problem is that when said prop exists, I get the "ERROR FLOW IS BROKEN" message and all the symptoms that come with that, (no commons spawning, etc). Besides that everything is working fine.

For those wondering, the door is in this part of the level:


This is how it was originally


I know the Sky competitive config, where I took inspiration from, added similar objectives via Stripper where there were now things blocking the way and survivors need to complete new objectives to clear them, and they had the flow working just fine. Does anyone know how to fix this problem? Thanks in advance.

Edit: I found a workaround, I changed the prop_physics to prop_door_rotating and changed the inputs, outputs and flags accordingly, and it seems to work without breaking flow now.
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PHaT Boy
New Member
Join Date: Apr 2021
Old 04-18-2021 , 17:33   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #7

how do I remove hostages?
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CryWolf
Veteran Member
Join Date: Jul 2008
Location: Romania
Old 04-21-2021 , 16:41   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #8

Quote:
Originally Posted by PHaT Boy View Post
how do I remove hostages?
https://forums.alliedmods.net/showth...806#post336806

PHP Code:
filter:
{
    
"classname" "/.*hostage.*/"

__________________
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www.dark-arena.com L4D, CS1.6, CZ Servers
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CryWolf
Veteran Member
Join Date: Jul 2008
Location: Romania
Old 04-23-2021 , 12:16   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #9

HL2: DM tried to spawn Ammo Crate using
PHP Code:
add:
{
    
"origin"    "-269 -624 -179"
    "angles"    "0 0 0"
    "AmmoType"    "5"
    "fadescale"    "1"
    "fademindist"     "-1"
    "classname"     "item_ammo_crate"

But the crate just stick's in the air :-? any help
here: https://ibb.co/D9zywzc

Another question is it possible to make the spawned NPC to attack ?

Quote:
Originally Posted by AlexAlcala View Post
add this where you want to generate a panic event
L4D1 Crashes server
PHP Code:
add:
{
    
"origin"    "-6397 -8127 425"
    "OnTrigger"     "director,PanicEvent,,0,-1"

__________________
I dont walk trough this world with fear in my heart.
www.dark-arena.com L4D, CS1.6, CZ Servers

Last edited by CryWolf; 04-23-2021 at 13:03.
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Zynda
Member
Join Date: Jul 2011
Old 04-24-2021 , 03:16   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #10

Quote:
Originally Posted by CryWolf View Post
L4D1 Crashes server
PHP Code:
add:
{
    
"origin"    "-6397 -8127 425"
    "OnTrigger"     "director,PanicEvent,,0,-1"

You're creating an entity with no classname, AlexAlcala probably meant for it to be added to a trigger_* or logic_* type entity because of the OnTrigger output.
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