Author Topic: EQ 1.3  (Read 10025 times)

ProdigySim

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Re: EQ 1.3
« Reply #15 on: May 17, 2012, 02:24:08 pm »
You'll probably just want to put the plugin in addons/sourcemod/plugins, though I have no idea if it will wreak havoc on coop games and other gamemodes.

estoopi

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Re: EQ 1.3
« Reply #16 on: May 17, 2012, 03:14:05 pm »
I put l4d_tank_control.sms in my sourcemod/plugins folder and updated my l4d_direct.txt file and the plugins works.   I spawned the tank using the l4dweaponspawner.smx command.   A strange thing that happened is that the tank passed to me twice (so I had 3 full tank rage bars before it went AI).   Maybe that was because the tank didn't naturally spawn though (or I don't have the plugin installed correctly),  I don't know.

I however won't be using this in vanilla mode like I had planned because I would have liked the tank to pass to a different player.  I just wanted the feature of making sure the tank passes to everyone equally.

Thanks :)

Blade

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Re: EQ 1.3
« Reply #17 on: May 17, 2012, 04:47:56 pm »
Does this require the most recent SourceMod update?

ProdigySim

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Re: EQ 1.3
« Reply #18 on: May 18, 2012, 12:06:13 am »
Does this require the most recent SourceMod update?
It uses L4D2_Direct so yes it requires 1.4.2+

partof

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Re: EQ 1.3
« Reply #19 on: May 20, 2012, 12:53:46 am »
Witch will spawn on each map, or it's for Director to decide?

Tabun

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Re: EQ 1.3
« Reply #20 on: June 15, 2012, 12:36:50 pm »
Just two things I noticed but forgot to say:

1. The jockey glitch fix doesn't seem to be included in the confogl_plugins.cfg in the EQ 1.3 package.

2. l4d_weapon_attributes gives me invalid client index spam:

Code: [Select]
Native "GetClientWeapon" reported: Client index 992 is invalid
   [0]  Line 245, c:\users\tim\code\l4d\equilibrium-confogl\trunk\src\l4d_weapon_attributes.sp::DamageBuffVsTank()

« Last Edit: June 15, 2012, 12:46:55 pm by Tabun »

 

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