Meatspin 26. Feb. um 0:14 Uhr
need help to make a mutation?
my first time trying to make one, and i not know that is wrong. i play l4d2 in tourneys and i trying to make a mutation to spawns infected specials as the same rates for versus modes withou common zombies. not the versus itself but more like the "Promod".

i want to remove the T2 weapons because are weapons for noobs how to make that?

this is the codes can someone help to find the error?
the codes in paste bin
http://pastebin.com/z67fB8xM
http://pastebin.com/pXf73cRU
Zuletzt bearbeitet von Meatspin; 28. Feb. um 1:34 Uhr
Beiträge 1-15 von 16
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Rectus 26. Feb. um 1:47 Uhr 
In the mode file, you're missing a curly brace at the end of the convar list.

In the vscript, use the MutationOptions table instead of DirectorOptions to set the global options, or director scripts in the maps will overwrite it.

The Total<Special> options are for custom panic waves, and will probably not do anything by themselves.

To remove or convert weapons, you add an ConvertWeaponSpawn or AllowWeaponSpawn function to MutationOptions togetrher with lists of what weapons to convert or remove, like shown below.

MutationOptions <-
{
weaponsToConvert =
{
weapon_shotgun_spas = "weapon_pumpshotgun_spawn"
}

function ConvertWeaponSpawn( classname )
{
if ( classname in weaponsToConvert )
{
return weaponsToConvert[classname];
}
return 0;
}

weaponsToRemove =
{
weapon_rifle = 0
}

function AllowWeaponSpawn( classname )
{
if ( classname in weaponsToRemove )
{
return false;
}
return true;
}

}
Meatspin 26. Feb. um 1:49 Uhr 
can you put for me what i missing? the problem for me is the infectds specials spawns only when leave the safe room, so after that the entire map no spawn more spawn only one time 4 specials (sorry for the english) what i need to change to fix this?
Zuletzt bearbeitet von Meatspin; 26. Feb. um 1:50 Uhr
Rectus 26. Feb. um 1:52 Uhr 
Meatspin 26. Feb. um 1:55 Uhr 
oh how i no see this before? -_- thanks, but how to make the infecteds no stop spawns?
Zuletzt bearbeitet von Meatspin; 26. Feb. um 1:56 Uhr
Meatspin 26. Feb. um 1:58 Uhr 
really thanks for this now the commands on mode file are working, the only problem is the infecteds stops spawn
Zuletzt bearbeitet von Meatspin; 26. Feb. um 2:02 Uhr
Rectus 26. Feb. um 2:05 Uhr 
SpecialRespawnInterval and MaxSpecials or cm_MaxSpecials should be the important values. You seem to have them set up all right though. MaxSpecials govern how many can be spawned at the same tim togetehr with the <Special>Limit settings. There might be specials further away from you hogging up the slots, preventing more from spawning in.

You can use the console commands "z_debug 1" and "director_debug 1" to see where they are and how many can spawn.
Meatspin 26. Feb. um 2:06 Uhr 
yes i know that, but the problem is they stop spawns and i no know why. i think i removed the relax sustain peaks times, but they just stop only spawn 4 infecteds the first time after that stops.
Zuletzt bearbeitet von Meatspin; 26. Feb. um 2:07 Uhr
Meatspin 26. Feb. um 2:08 Uhr 
Ursprünglich geschrieben von still curiose RE: turkey hole:

In the vscript, use the MutationOptions table instead of DirectorOptions to set the global options, or director scripts in the maps will overwrite it.

The Total<Special> options are for custom panic waves, and will probably not do anything by themselves.
i have a poor english, if i understand you, is for me to move the commands for the director to te mutationoptions tab?
Zuletzt bearbeitet von Meatspin; 26. Feb. um 2:09 Uhr
Meatspin 26. Feb. um 2:13 Uhr 
http://pastebin.com/6j0FQsJF the only command that i will no remove from director options is the Tank health?. i changed this settings removing the total special spawns
Rectus 26. Feb. um 2:13 Uhr 
Ursprünglich geschrieben von Johnny# Sem Mouse:
i have a poor english, if i understand you, is for me to move the commands for the director to te mutationoptions tab?

Yes that's right, you should only need MutationOptions in your vscript.

Also try removing the Total<Special> commands competely. I'm not sure how they work in normal play, but since TotalSpecials is set to 4, they mihgt be preventing more spawns.
Meatspin 26. Feb. um 2:15 Uhr 
i make this when you say thanks for help i will go test now.
Meatspin 26. Feb. um 2:16 Uhr 
for the convert weapon command, have a command specific to remove all t2 weapons? or i need to make this for every weapon i want to convert?
Rectus 26. Feb. um 2:18 Uhr 
Ursprünglich geschrieben von Johnny# Sem Mouse:
for the convert weapon command, have a command specific to remove all t2 weapons? or i need to make this for every weapon i want to convert?

You need to add entries in the table for every weapon to convert.
Meatspin 26. Feb. um 2:27 Uhr 
http://pastebin.com/CtCMChpN tried to remove all t2 weapons see for me if the code is ok?.

to remove weapons like pipe bombs i need to use alloweapon spawn? or i just can put in weapons to remove?
Zuletzt bearbeitet von Meatspin; 26. Feb. um 2:36 Uhr
Rectus 26. Feb. um 2:43 Uhr 
Looks like it should work. You only need to have specific weapons in one of the lists though, otherwise depending on the order the function run, it could remove a weapon you want to convert.

Remember to put those functions and tables into the MutationOptions table together with the director options.
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