Author Topic: Zonemod and its future.  (Read 8460 times)

yams

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Re: Zonemod and its future.
« Reply #30 on: April 16, 2017, 06:06:56 pm »


is it possible we could put boxes back here to make this tank less worthless

Sir

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Re: Zonemod and its future.
« Reply #31 on: April 17, 2017, 02:39:25 am »
Does this Parish Map 3 damage remove thing suppose to prevent tank from losing health due to an explosion?

Code: [Select]
; =====================================================
; ===============  REMOVE BRIDGE DAMAGE  ==============
; =====================================================

filter:
{
"targetname" "_destruction_hurt"
}

Yes, it blocks damage done to infected caused by the explosion.
It actually prevents damage to everyone, but Survivors can't get there without the bridge exploding.
« Last Edit: April 17, 2017, 02:41:21 am by Sir »
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

Adam

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Re: Zonemod and its future.
« Reply #32 on: April 17, 2017, 10:00:02 am »


is it possible we could put boxes back here to make this tank less worthless


A easy fix to this tank being absolutely fucked in the gazebo is to just put a big ass wall infront of the fence they chip the tank at. That way you'd have to play much more forward for that chip for the chance of getting fingerblasted. But i honestly really like that alternate route idea aswell.

Edit: Possibly even those two walls where they are in the acemod v5 thing so you'd get extra fucked for going there
« Last Edit: April 17, 2017, 10:21:37 am by Adam »

yams

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Re: Zonemod and its future.
« Reply #33 on: April 17, 2017, 11:13:59 am »
A easy fix to this tank being absolutely fucked in the gazebo is to just put a big ass wall infront of the fence they chip the tank at.

i only dislike this because it makes the infected hit worse at that specific choke being unable to boom/pull from either side of the fence, the solution i want doesn't negatively impact the infected at all

Adam

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Re: Zonemod and its future.
« Reply #34 on: April 17, 2017, 12:02:18 pm »
yeah i agree it blocks the boom i was thinking about that too, just thought it would be a better trade off than a dead tank. But yeah just throwing ideas out there cause fuck that tank spawn.

Midi

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Re: Zonemod and its future.
« Reply #35 on: April 17, 2017, 03:50:12 pm »
Yes, it blocks damage done to infected caused by the explosion.
It actually prevents damage to everyone, but Survivors can't get there without the bridge exploding.

It doesnt work for me, although i have tried using it outside ZoneMod, figured maybe that was the reason why it didnt work, but I have tested it with Rurouni on ZoneMod and it still doesnt work. Any ways after having a look in the Hammer it seems that "targetname" "_destruction_hurt" is related to the car and not the actual bomb. It looks like "targetname" "bomb_point_hurt" is what may be interested for us, however it does not fully removes the damage as everytime i have tried tank was losing 70-80 Hp when climbing on the ladder during an explosion. So there must be something else that also needs to be removed.

Sir

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Re: Zonemod and its future.
« Reply #36 on: April 17, 2017, 08:21:07 pm »
It doesnt work for me, although i have tried using it outside ZoneMod, figured maybe that was the reason why it didnt work, but I have tested it with Rurouni on ZoneMod and it still doesnt work. Any ways after having a look in the Hammer it seems that "targetname" "_destruction_hurt" is related to the car and not the actual bomb. It looks like "targetname" "bomb_point_hurt" is what may be interested for us, however it does not fully removes the damage as everytime i have tried tank was losing 70-80 Hp when climbing on the ladder during an explosion. So there must be something else that also needs to be removed.


Thanks a bunch for pointing that one out, wrote a quick plugin to deal with it instead.
Just in case you need it outside of this config: [Plugin / Source]


Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

Midi

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Re: Zonemod and its future.
« Reply #37 on: April 18, 2017, 10:56:32 am »
Thanks a bunch for pointing that one out, wrote a quick plugin to deal with it instead.
Just in case you need it outside of this config: [Plugin / Source]


Nice one, thanks! This will surely solve the problem in 100%.

yams

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Re: Zonemod and its future.
« Reply #38 on: April 29, 2017, 03:14:01 pm »
if you clear a charger too quickly upon it reaching a wall (or max length), the cleared survivor gets a full standup and 0 godframes (death by spit), is there any way this can be fixed?

 

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