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Remove item spawns about srsmod HOT 9 CLOSED

atomicstryker avatar atomicstryker commented on June 28, 2024
Remove item spawns

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Comments (9)

GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024

Original comment by [email protected] on 13 Jan 2010 at 12:18

  • Changed state: Started

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
Note: Replacing l4d2_srs_remove_specialammo with
# l4d2_srs_remove_incendiary 0/1
# l4d2_srs_remove_explosive 0/1
# l4d2_srs_remove_laser 0/1

Original comment by [email protected] on 13 Jan 2010 at 7:26

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
Note: Splitting l4d2_srs_remove_medkits into
# l4d2_srs_remove_medkits 0/1 //side note, this should be replace_medkits, but I
think continuity is more important, so keeping remove_
# l4d2_srs_remove_pills 0/1
# l4d2_srs_remove_saferoom_medkits 0/1

Side Note: Nearly finished with this module, should expect release shortly.

Original comment by [email protected] on 13 Jan 2010 at 7:35

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
Finished first version of the item removal module

Handing off to fission for testing.

Needs testing:
# Go through every map & make sure all medkits except saferoom medkits are
transformed into pills
# Make sure all random pill/chainsaw/glauncher/special ammo/defibs are removed
# Try to break the plugin using combinations of survivors living/dying / 
changing
level / first or second versus round, etc.
# If you find "static pill" spawns (where there /should/ be guaranteed pills, 
but
they are removed) make a note of what map they are in and where (use getpos in
console to get co-ords)

I know it's tedious, but item/director spawns is one of l4d's more finicky 
things,
and any one of those points can and will effect it.  Try to make sure I covered 
every
possible circumstance.

Original comment by [email protected] on 14 Jan 2010 at 12:43

  • Changed state: Fixed

Attachments:

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
Note, use the following cvars during testing

# sm_cvar director_convert_pills 0
# sm_cvar director_convert_pills_critical_health 0
# sm_cvar director_convert_pills_to_defib_health 0

Original comment by [email protected] on 14 Jan 2010 at 1:11

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024

Original comment by [email protected] on 14 Jan 2010 at 1:14

  • Added labels: Test-Feature

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
Please update source code to match requirements at
http://code.google.com/p/srsmod/wiki/WritingCode when you get a chance. Refer 
to the
current source code in the repository for examples.

Original comment by [email protected] on 14 Jan 2010 at 10:39

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
Just an observation, pills spawn in the end safe room on some maps, while other 
not.

Original comment by [email protected] on 15 Jan 2010 at 12:32

  • Changed state: Verified

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 28, 2024
That's dependent on whether the map itself spawned kits in the end saferoom for 
w.e
reason.  Has to do with valve's mapping.

Original comment by [email protected] on 15 Jan 2010 at 1:19

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