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Stripper:Source (Updated 2011-04-15)


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cigs
Senior Member
Join Date: Jul 2006
Old 12-27-2009 , 12:16   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #451

What if I use Zuko's [L4D2] Weapon Spawner to spawn certain weapons... How can I get all the details about that entity to put in the stripper's mapname.cfg file?

Also, how should I interpret the spawnflags variable? Each number probably dictates in which mode the entity should be spawned. But which numbers corresponds to which modes?
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drvirtual
Junior Member
Join Date: Dec 2009
Old 12-28-2009 , 22:25   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #452

how to put random items?
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drvirtual
Junior Member
Join Date: Dec 2009
Old 12-28-2009 , 23:05   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #453

I mean, for example 3 random positions for a medic kit.

Thank you.
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triggerman
Senior Member
Join Date: Jun 2009
Old 01-20-2010 , 19:35   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #454

can stripper be used to spawn the entity that you pour gas into in a scavenge game? if so what is needed to make it?
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cigs
Senior Member
Join Date: Jul 2006
Old 01-20-2010 , 19:48   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #455

yes, that's a point_prop_use_target

Code:
add:
{
"classname" "point_prop_use_target"
"targetname" "pour_target"
"nozzle" "gas_nozzle"
"spawnflags" "1"
"origin" "xxxx xxxx xxxx"
}
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triggerman
Senior Member
Join Date: Jun 2009
Old 01-20-2010 , 21:50   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #456

thanks. il try it out
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Necrothug
Member
Join Date: Aug 2008
Old 01-23-2010 , 12:31   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #457

Perhaps someone could help me out. I would like to remove the entities that kills ghosts in L4D2. I know the entity is called "trigger_hurt_ghost". I'm having trouble figuring out how to filter this entity out. Is this the proper way to do it?

In the global_filters.cfg:
Code:
filter:
{
"classname" "trigger_hurt_ghost"
}
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cigs
Senior Member
Join Date: Jul 2006
Old 01-23-2010 , 12:50   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #458

Yes, that should do it. Have you tried it yet?

try adding:

Code:
filter:
{
"classname" "trigger_hurt_ghost"
"filtername" "filter_infected"
}
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Last edited by cigs; 01-23-2010 at 12:54.
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Necrothug
Member
Join Date: Aug 2008
Old 01-23-2010 , 13:59   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #459

I'm trying it now. Can you explain your addition? Just so I can understand how it works.
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h00x
Senior Member
Join Date: Jun 2009
Old 01-23-2010 , 23:56   Re: Stripper:Source (1.2.1, L4D2 + Perf Improvements)
Reply With Quote #460

Quote:
Originally Posted by pheadxdll View Post
Hey BAILOPAN, any reason why MM:S (1.8.0) + SM 1.3 (2881) + Stripper 1.2.1 = instant crash?

They load fine individually, but not together. On the first post you said it requires metamod 1.7, is there a supporting 1.8 version coming soon? I'm on a linux TF2 server.

Thanks!
I just installed it on my tf2 linux server to edit a map and I get the same crash on boot.
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