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Stripper:Source (Updated 2011-04-15)


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The 5th Survivor
Senior Member
Join Date: Mar 2012
Old 08-03-2012 , 03:17   Re: Stripper:Source (Works on L4D2, TF, DoD:S again)
Reply With Quote #931

Quote:
Originally Posted by dirka_dirka View Post
i used something like this:
{
"origin" "-845 -8598 670"
"population" "witch"
"angles" "0 0 0"
"classname" "info_zombie_spawn"
}
and got a witch.. the origin was from several posts ago - but she spawned... in the corn field. with the above code a witch will ALWAYS spawn at that spot.

Been messing with stripper for L4D1 lately and it works great for everything I've tried adding/modifying/replacing so far, except spawning special infected. Obviously what dirka_dirka posted works on L4D2. But I was looking for a similar method for L4D1. As dirka_dirka mentioned in one of the previous posts, that specific classname may not exist in L4D1. I did find it in one of the dumps, but only in The Sacrifice and not in any of the other campaigns. There are also two "targetname"'s mentioned in the dump, "infected_spawner" and "tank_spawner". However, I still can't get it to work, with or without the targetname (I tried "witch_spawner" just to see and still got nothing).

Anyone know how to spawn special infected with stripper in L4D1 or if it can be done at all?
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noctua
Member
Join Date: Dec 2010
Old 08-03-2012 , 17:20   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #932

Its possible to spawn infected, look at one of my customized maps.

without infected spawn:
http://www.youtube.com/watch?v=ac-dubwu_1k

with infected:
http://www.youtube.com/watch?v=hECCONJ0aDk
(this spawn 3 tanks inside the train + 1 hunter in warehouse (breaks the door) +1 boomer (also breaks the door)

Simply trigger them with "OnMapSpawn". The Trigger on my map is a little bit different, because of saving performance, i trigger this with "OnTrigger" (shoot the dead body an all will be triggered (sounds, particles, pushforce, damage to player in specific radius, removing objects, killing effects and surely spawning special infected and tanks), tanks spawn 10sec after shooting the body).
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The 5th Survivor
Senior Member
Join Date: Mar 2012
Old 08-03-2012 , 22:46   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #933

Wow that's a pretty neat setup you have there I don't even wanna know how long it took to set that up lol

Can you give me a sample of the format to spawn an infected? Like let's say I wanted to spawn a tank or witch right where the begging ammo pile is in no mercy (just to quickly see it working) what do I put in? I know you need the origins and angles obviously, but what are the other parameters?

Also, is it possible to specify how much HP the spawned infected has?

Thanks

Last edited by The 5th Survivor; 08-03-2012 at 22:51.
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noctua
Member
Join Date: Dec 2010
Old 08-04-2012 , 04:47   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #934

You have a PM
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The 5th Survivor
Senior Member
Join Date: Mar 2012
Old 08-11-2012 , 21:55   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #935

Don't know if you saw, but I sent you a PM as well.
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Pythong
SourceMod Donor
Join Date: Dec 2008
Old 08-11-2012 , 22:46   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #936

Does anyone know how this is accomplished with stripper mod and TeamFortress 2:

I'm looking to make a section of my trade server a "safe zone" where no one can be shot/killed.

Their is a server that accomplishes that (69.147.239.114:27015). When you enter a specific room all shots fired at a player display the message "missed".

Thanks,
Python
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wildd
SourceMod Donor
Join Date: Jun 2011
Location: Latvia, Riga
Old 08-16-2012 , 05:22   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #937

Is this the right way to extend time in TF2 for "koth_" maps to both teams?

Quote:
filter:
{
"classname" "tf_logic_koth"
}

add:
{
"origin" "552 -136 232.25"
"unlock_point" "30"
"timer_length" "600"
"targetname" "tf_logic_koth"
"classname" "tf_logic_koth"
"hammerid" "373239"
}
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-16-2012 , 10:38   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #938

Quote:
Originally Posted by wildd View Post
Is this the right way to extend time in TF2 for "koth_" maps to both teams?
I'm not sure you can use Stripper: Source to change the timers in koth.

You need to find the two team_round_timer entities and call their AddTime or SetTime methods.

Not sure how to do this with MetaMod: Source, but it should be pretty easy to do it with SourceMod.
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wildd
SourceMod Donor
Join Date: Jun 2011
Location: Latvia, Riga
Old 08-17-2012 , 02:59   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #939

I just want to change time for both teams in all koth maps from 3:00 mins to 10:00 mins - I have seen many servers out there, who have changed this time limit, but when I searched, I didn't find no solution how to do this - only way was some random forum, where people were mention that we could do this with Stripper: Source.

Actually this is working and time now is 10:00 mins in koth maps, but I think that whit this come some bug, that in all maps rounds don't end. Any idea why?

Or if anybody have other solution how to change this time in more simple way, please write

Last edited by wildd; 08-17-2012 at 03:01.
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Doc-Holiday
AlliedModders Donor
Join Date: Jul 2007
Old 08-17-2012 , 18:36   Re: Stripper:Source (Updated 2011-04-15)
Reply With Quote #940

Any plans on getting it to load with CSGO?
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