Comments (9)
Original comment by [email protected]
on 13 Jan 2010 at 12:18
- Changed state: Started
from srsmod.
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
from srsmod.
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
from srsmod.
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:
from srsmod.
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
from srsmod.
Original comment by [email protected]
on 14 Jan 2010 at 1:14
- Added labels: Test-Feature
from srsmod.
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
from srsmod.
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
from srsmod.
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
from srsmod.
Related Issues (20)
- Defect Debug Function HOT 4
- Removing the world entity causes server crash HOT 7
- Allow individual modules to compile independently.
- RFC: Consistent CVARs HOT 6
- RFC: Plugin/Module-wide disables HOT 5
- Bosses Unprohibit causes early Finale End HOT 5
- RFC: Post-AW Feature Wish List HOT 7
- DaC5 Grenade Launcher Is Not Removed HOT 2
- Turn on water brake by default HOT 5
- Water Brake GetEntData Error HOT 4
- Servercrash HOT 5
- Remove finale auto-spawns
- Infected Despawner debug messages HOT 2
- Scoring Module Requirements HOT 3
- Implement Translation Support HOT 3
- Error log "Ready Up"
- Change jockey recharge rate after incapacitating a survivor HOT 10
- Code review request for initial infrastructure HOT 3
- Code review request HOT 3
- Add ItemRemoval Enable cvar HOT 6
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