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[L4D2] Gun Control


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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 05-21-2010 , 05:58   Re: [L4D2] Gun Control
Reply With Quote #161

Quote:
Originally Posted by toto345618433 View Post
I have an idea...
if a m60 has 1 bullet left, and it cannot be shot, then it will never be disappear.
Can anyone try to do this?

(sorry for bad grammar or any mistakes.)
GL was dropped on 0 ammo before too, but you now hold it still in your hands and can replenish ammo, so i think it should be done the same with M60?
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IronWarrior
Veteran Member
Join Date: Jan 2010
Old 05-21-2010 , 06:41   Re: [L4D2] Gun Control
Reply With Quote #162

Quote:
Originally Posted by lexantis View Post
GL was dropped on 0 ammo before too, but you now hold it still in your hands and can replenish ammo, so i think it should be done the same with M60?
That's interesting because when the GL drops to 0 ammo, the game will no longer allow you to select it, so you can refill it.
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lexantis
Senior Member
Join Date: Jun 2009
Location: CZ
Old 05-21-2010 , 19:11   Re: [L4D2] Gun Control
Reply With Quote #163

Quote:
Originally Posted by IronWarrior View Post
That's interesting because when the GL drops to 0 ammo, the game will no longer allow you to select it, so you can refill it.
hmm then i must be using the older weapon unlock version?
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DDemon
Member
Join Date: Dec 2009
Old 05-22-2010 , 11:35   Re: [L4D2] Gun Control
Reply With Quote #164

Ok, can someone please tell me the name of the config file please? I see the settings in rcon but I'll be damned if I can find it. Thanks.

EDIT: Found it../left4dead2/left4dead2/cfg/sourcemod
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Last edited by DDemon; 05-22-2010 at 11:45.
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 05-23-2010 , 02:25   Re: [L4D2] Gun Control
Reply With Quote #165

any way to make the gulf clob appear in other campaigns too besides the M60?

you know it could replace by 50% chaces the Katana.

Last edited by LTR.2; 05-23-2010 at 15:27.
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Hiro_Nogano
New Member
Join Date: May 2010
Location: San Diego, CA
Old 05-29-2010 , 13:37   Re: [L4D2] Gun Control
Reply With Quote #166

Quote:
Originally Posted by troop5 View Post
Sure.

Replace this:
Code:
    //If we're in a coop mode and running c4m1-4, don't modify spawns as it causes crashes on transitions.
    if (
    (StrEqual(GameMode, "coop") ||
    StrEqual(GameMode, "realism"))
    &&
    (StrEqual(Map, "c4m1_milltown_a") ||
    StrEqual(Map, "c4m2_sugarmill_a") ||
    StrEqual(Map, "c4m3_sugarmill_b") ||
    StrEqual(Map, "c4m4_milltown_b")))
    {
        return;
    }
With this:
Code:
    //If we're in a coop mode and running c4m1-4, don't modify spawns as it causes crashes on transitions.
    if (StrEqual(GameMode, "coop") || StrEqual(GameMode, "realism"))
    {
        if (StrEqual(Map, "c4m1_milltown_a") || StrEqual(Map, "c4m2_sugarmill_a") || StrEqual(Map, "c4m3_sugarmill_b") || StrEqual(Map, "c4m4_milltown_b"))
        {
            return;
        }

        IndexWeaponSpawns();
        SpawnIndexedWeapons();
        return;
    }
As a non-programming n00b, can someone please tell me which file I need to edit with this information, and how (specifically as possible) to do it?

I'd really like to get the CS weapons back.
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stufz
Member
Join Date: Jan 2010
Old 05-31-2010 , 20:31   Re: [L4D2] Gun Control
Reply With Quote #167

this file - l4d2_WeaponUnlock.sp

but it would compile for me with errors about loose indentation & assumed value - when it did compile ! so I never tried the new compile :p
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troop5
Member
Join Date: Dec 2009
Old 05-31-2010 , 22:15   Re: [L4D2] Gun Control
Reply With Quote #168

Here is the plugin modified to add coop support. Enjoy.
Attached Files
File Type: sp Get Plugin or Get Source (l4d2_WeaponUnlock.sp - 402 views - 20.5 KB)

Last edited by troop5; 06-23-2010 at 18:10.
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Hiro_Nogano
New Member
Join Date: May 2010
Location: San Diego, CA
Old 06-01-2010 , 01:44   Re: [L4D2] Gun Control
Reply With Quote #169

Quote:
Originally Posted by troop5 View Post
Here is the modified sp file with the code included. Enjoy.
Thank you very much!
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 06-02-2010 , 17:03   Re: [L4D2] Gun Control
Reply With Quote #170

"l4d2_guncontrol_turnGLintoM60chance"
i set it to 2, playing swamp fever and i found 2 M60s, so, makes me wonder, the second M60 was probably another grenade launcher.

so, why does "l4d2_guncontrol_turnGLintoM60chance" turns all the grenade launchers in the map? i mean, if there are 3 grenade launchers in a map, it shouldn't replace them all.

just a though.
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