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[L4D2] Medkit Density (2010-06-18)


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Author
LTR.2
Veteran Member
Join Date: Aug 2009
Plugin ID:
1535
Plugin Version:
1.5
Plugin Category:
General Purpose
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Removes, replaces, doubles or leaves medkits at start, checkpoints and in the outdoors
    Unapprover:
    Reason for Unapproving:
    Precaching in OnPluginStart: will lead to crashes
    Old 03-19-2010 , 20:05   Re: [L4D2] Medkit Density (v1.2)
    Reply With Quote #1

    could you add an otion where we decide how much medkits we want to spawn?

    and i would like and option where, it allows you to spawn 3 medkits and 1 defibrillator in the safe room, is that possible?
    LTR.2 is offline
    cigs
    Senior Member
    Join Date: Jul 2006
    Old 03-19-2010 , 20:44   Re: [L4D2] Medkit Density (v1.2)
    Reply With Quote #2

    Some saferooms have more than 4 medkits by default. Like the one of c4m1_milltown_a. That one has 6 by default (4 on table, 2 in medical supplies box on the wall) and it actually only spawns those back from that box when you return to that saferoom in c4m3_sugarmill_b. So it is hard to enable you to decide how many there should be per saferoom.

    However I could add a options, besides double, to tripple or even quadruple each medkitspawn in each saferoom.

    Then you'd have 8(double), 12(tripple) or 16(quadruple) in saferooms with default 4 medkits and 12(double), 18(tripple), or 24(quadruple) in saferooms with default 6 medkits.

    I'll look into the 3 medkits and 1 defibrillator option. But I'm not promising anything.
    __________________
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    LTR.2
    Veteran Member
    Join Date: Aug 2009
    Old 03-19-2010 , 22:00   Re: [L4D2] Medkit Density (v1.2)
    Reply With Quote #3

    Quote:
    Originally Posted by cigs View Post
    Some saferooms have more than 4 medkits by default. Like the one of c4m1_milltown_a. That one has 6 by default (4 on table, 2 in medical supplies box on the wall) and it actually only spawns those back from that box when you return to that saferoom in c4m3_sugarmill_b. So it is hard to enable you to decide how many there should be per saferoom.

    However I could add a options, besides double, to tripple or even quadruple each medkitspawn in each saferoom.

    Then you'd have 8(double), 12(tripple) or 16(quadruple) in saferooms with default 4 medkits and 12(double), 18(tripple), or 24(quadruple) in saferooms with default 6 medkits.

    I'll look into the 3 medkits and 1 defibrillator option. But I'm not promising anything.

    yeah u know, customize what items could spawn.

    example replace medkits with other items.

    that way, every time the campaign starts it could be a medkit, a defib, pills and adrenaline for example.

    good luck
    LTR.2 is offline
    HowGentle
    Member
    Join Date: Feb 2010
    Old 03-20-2010 , 11:23   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #4

    There's a problem 1.3version.
    When pick up medkit, and a few second later,
    Medkit which picked up is disappear.
    (Test in realism mode, sm_medkitdensity_checkpoint "4", sm_medkitdensity_start "4". sm_medkitdensity_versusonly "0", map c1m1)
    HowGentle is offline
    cigs
    Senior Member
    Join Date: Jul 2006
    Old 03-20-2010 , 11:31   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #5

    There's no code in the plugin that removes a medkit from a player.
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    Acecombat2
    Senior Member
    Join Date: Nov 2009
    Old 03-20-2010 , 13:27   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #6

    i think i misunderstood the quadruple. does it mean 4x4 or 4+2? @ checkpoint i counted all including that bots taken total 6

    and 3medkit+1defrib @ start came out 5 medkit =_____=

    ah wait i think i found something weird maybe.

    // This file was auto-generated by SourceMod (v1.3.0-dev)
    // ConVars for plugin "l4d2medkitdensity.smx"


    // Medkit Density version
    // -
    // Default: "1.3"
    medkitdensity_version "1.3"

    // Change density of medkits at checkpoints ( 1 = remove medkits 2 = replace with pills 3 = replace with defibrillators 4 = double medkits 5 = tripple medkits 6 = quadruple medkits 7 = 1defib+3medkits 0 = do nothing )
    // -
    // Default: "0"
    // Minimum: "0.000000"
    // Maximum: "4.000000"
    sm_medkitdensity_checkpoint "6"

    // Should the plugin be on? ( 1 = ON 0 = OFF )
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    sm_medkitdensity_enabled "1"

    // Change density of medkits in the outdoors ( 1 = remove medkits 2 = replace with pills 3 = replace with defibrillators 4 = double medkits 5 = tripple medkits 6 = quadruple medkits 0 = do nothing )
    // -
    // Default: "3"
    // Minimum: "0.000000"
    // Maximum: "4.000000"
    sm_medkitdensity_outdoors "0"

    // Change density of medkits at the start (map1) of a campaign ( 1 = remove medkits 2 = replace with pills 3 = replace with defibrillators 4 = double medkits 5 = tripple medkits 6 = quadruple medkits 7 = 1defib+3medkits 0 = do nothing )
    // -
    // Default: "2"
    // Minimum: "0.000000"
    // Maximum: "4.000000"
    sm_medkitdensity_start "7"

    // Change medkit density in versus games only? ( 1 = versus,teamversus 0 = coop,realism,versus,teamversus )
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    sm_medkitdensity_versusonly "0"
    __________________
    I'm Noob So Please Don't Criticise me (Fail In Engglish)

    Last edited by Acecombat2; 03-20-2010 at 13:30.
    Acecombat2 is offline
    psychonic

    BAFFLED
    Join Date: May 2008
    Old 03-20-2010 , 13:39   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #7

    Quote:
    Originally Posted by Acecombat2 View Post
    i think i misunderstood the quadruple. does it mean 4x4 or 4+2? @ checkpoint i counted all including that bots taken total 6

    and 3medkit+1defrib @ start came out 5 medkit =_____=

    a
    No Steam. No support.
    psychonic is offline
    Acecombat2
    Senior Member
    Join Date: Nov 2009
    Old 03-20-2010 , 14:30   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #8

    Quote:
    Originally Posted by psychonic View Post
    No Steam. No support.
    Knock it off will ya?
    __________________
    I'm Noob So Please Don't Criticise me (Fail In Engglish)
    Acecombat2 is offline
    psychonic

    BAFFLED
    Join Date: May 2008
    Old 03-20-2010 , 17:40   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #9

    Quote:
    Originally Posted by Acecombat2 View Post
    Knock it off will ya?
    Buy the game will ya?
    psychonic is offline
    LTR.2
    Veteran Member
    Join Date: Aug 2009
    Old 03-20-2010 , 15:43   Re: [L4D2] Medkit Density (v1.3)
    Reply With Quote #10

    Quote:
    Originally Posted by HowGentle View Post
    There's a problem 1.3version.
    When pick up medkit, and a few second later,
    Medkit which picked up is disappear.
    (Test in realism mode, sm_medkitdensity_checkpoint "4", sm_medkitdensity_start "4". sm_medkitdensity_versusonly "0", map c1m1)
    this happened to me too.

    Quote:
    Originally Posted by psychonic View Post
    No Steam. No support.
    i use bots to test plugins too, so don't know what you mean.
    LTR.2 is offline
    Reply



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