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Basic infect binds
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Basic infect bindsPosted:
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Edit: New stuff added
Copy paste this stuff (note I can't 100% verify this works because I'm a lazy neckbeard)
//give all players new binds
//give players who shoot spawned prop binds
//give selected players binds
//cycle any entity through 16 random models (not really random)
Post Note:
IMO the key to advanced modding with just config files is to understand entities and their various inputs and outputs.
'addoutput' is one of the most powerful tools at your disposal.
Here is a link to the sdk wiki containing links to basic information about all entities. The ones most of you already know of are prop and point entities.
[ Register or Signin to view external links. ]
Happy modding.
PS haters gonna hate, leechers gonna leech.
[ Register or Signin to view external links. ]
Last edited by w0lfschild ; edited 4 times in total
Copy paste this stuff (note I can't 100% verify this works because I'm a lazy neckbeard)
//give all players new binds
//tragets: all players
//gives: UP -> noclip, RIGHT -> toggle infinte ammo, LEFT -> toggle thirdperson, DOWN toggle sv_cheats
//notes: Can add auto-kick
sv_cheats 1
sv_infinite_ammo 1
ent_fire sc1 killhierarchy
ent_create point_servercommand
ent_fire point_servercommand addoutput "targetname sc1
ent_fire player addoutput "targetname i1
ent_fire !activator addoutput "targetname me1
//---------
ent_fire i1 addoutput "onuser1 sc1,command,bind UP noclip
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle DOWN sv_cheats
ent_fire i1 addoutput "onuser1 sc1,command,bind LEFT thirdperson
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle RIGHT sv_infinite_ammo
//---------
//remove the (12) slashes below to add auto-kick feature
//ent_fire i1 addoutput "onuser1 sc1,command,say Mods activated
//ent_fire i1 addoutput "onuser1 sc1,command,disconnect,4,-1
//ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect
//ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect.,1,-1
//ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect..,2,-1
//ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect...,3,-1
ent_fire i1 "fireuser1
ent_fire me1 "fireuser1
alias "re_load1" "wait 600; exec left4dead2_cfg_ss.cfg x360
re_load1
//give players who shoot spawned prop binds
//tragets: any player who shoots the spawned error sign
//gives: UP -> noclip, RIGHT -> toggle infinte ammo, LEFT -> toggle thirdperson, DOWN toggle sv_cheats
//notes: Can add auto-kick
sv_cheats 1
sv_infinite_ammo 1
ent_fire sc1 killhierarchy
ent_create point_servercommand
ent_fire point_servercommand addoutput "targetname sc1
ent_fire sc1 addoutput "origin 0 0 0
ent_fire p_01 killhierarchy
prop_dynamic_create a
ent_setname p_01
//---------
ent_fire p_01 addoutput "onhealthchanged sc1,command,bind UP noclip
ent_fire p_01 addoutput "onhealthchanged sc1,command,BindToggle DOWN sv_cheats
ent_fire p_01 addoutput "onhealthchanged sc1,command,bind LEFT thirdperson
ent_fire p_01 addoutput "onhealthchanged sc1,command,BindToggle RIGHT sv_infinite_ammo
//---------
//remove the (12) slashes below to add auto-kick feature
//ent_fire p_01 addoutput "onhealthchanged sc1,command,say Mods activated
//ent_fire p_01 addoutput "onhealthchanged sc1,command,disconnect,4,-1
//ent_fire p_01 addoutput "onhealthchanged sc1,command,say prepare to disconnect
//ent_fire p_01 addoutput "onhealthchanged sc1,command,say prepare to disconnect.,1,-1
//ent_fire p_01 addoutput "onhealthchanged sc1,command,say prepare to disconnect..,2,-1
//ent_fire p_01 addoutput "onhealthchanged sc1,command,say prepare to disconnect...,3,-1
//give selected players binds
//tragets: only selected players
// select players by looking at them and pressing UP on dpad
//gives: UP -> noclip, RIGHT -> toggle infinte ammo, LEFT -> toggle thirdperson, DOWN toggle sv_cheats
//notes: Can add auto-kick
sv_cheats 1
sv_infinite_ammo 1
ent_fire sc1 killhierarchy
ent_create point_servercommand
ent_fire point_servercommand addoutput "targetname sc1
//---------
ent_fire i1 addoutput "onuser1 sc1,command,bind UP noclip
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle DOWN sv_cheats
ent_fire i1 addoutput "onuser1 sc1,command,bind LEFT thirdperson
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle RIGHT sv_infinite_ammo
//---------
//remove the (12) slashes below to add auto-kick feature
//ent_fire i1 addoutput "onuser1 sc1,command,say Mods activated
//ent_fire i1 addoutput "onuser1 sc1,command,disconnect,4,-1
//ent_fire i1 addoutput "onuser1 sc1,command,say prepare to disconnect
//ent_fire i1 addoutput "onuser1 sc1,command,say prepare to disconnect.,1,-1
//ent_fire i1 addoutput "onuser1 sc1,command,say prepare to disconnect..,2,-1
//ent_fire i1 addoutput "onuser1 sc1,command,say prepare to disconnect...,3,-1
bind "UP" "ent_setname i1
ent_fire i1 "fireuser1
ent_fire i1 addoutput "targetname i2
//cycle any entity through 16 random models (not really random)
//tragets: whatever is under the crosshair when you press UP on dpad
//gives: new model (16 in cycle incremented by 10 from 10 - 160)
// model #'s can be changed and you can add as many as you want to the cycle
//note: no idea why I used math_counters, you could really use anything that has onuser
sv_cheats 1
sv_infinite_ammo 1
ent_fire mc_* killhierarchy
ent_create math_counter
ent_setname math_counter a
ent_fire math_counter addoutput "targetname mc_1
ent_fire mc_1 addoutput "classname mc_1
ent_fire mc_1 addoutput "origin 0 0 0
ent_fire mc_1 addoutput "onuser1 pmc0,addoutput,modelindex 10
ent_fire mc_1 addoutput "onuser2 pmc0,addoutput,modelindex 20
ent_fire mc_1 addoutput "onuser3 pmc0,addoutput,modelindex 30
ent_fire mc_1 addoutput "onuser4 pmc0,addoutput,modelindex 40
wait 10;
ent_create math_counter
ent_setname math_counter a
ent_fire math_counter addoutput "targetname mc_2
ent_fire mc_2 addoutput "classname mc_2
ent_fire mc_2 addoutput "origin 0 0 0
ent_fire mc_2 addoutput "onuser1 pmc0,addoutput,modelindex 50
ent_fire mc_2 addoutput "onuser2 pmc0,addoutput,modelindex 60
ent_fire mc_2 addoutput "onuser3 pmc0,addoutput,modelindex 70
ent_fire mc_2 addoutput "onuser4 pmc0,addoutput,modelindex 80
wait 10;
ent_create logic_compare
ent_setname math_counter a
ent_fire logic_compare addoutput "targetname mc_3
ent_fire mc_3 addoutput "classname mc_3
ent_fire mc_3 addoutput "origin 0 0 0
ent_fire mc_3 addoutput "onuser1 pmc0,addoutput,modelindex 90
ent_fire mc_3 addoutput "onuser2 pmc0,addoutput,modelindex 100
ent_fire mc_3 addoutput "onuser3 pmc0,addoutput,modelindex 110
ent_fire mc_3 addoutput "onuser4 pmc0,addoutput,modelindex 120
wait 10;
ent_create math_remap
ent_setname math_counter a
ent_fire math_remap addoutput "targetname mc_4
ent_fire mc_4 addoutput "classname mc_4
ent_fire mc_4 addoutput "origin 0 0 0
ent_fire mc_4 addoutput "onuser1 pmc0,addoutput,modelindex 130
ent_fire mc_4 addoutput "onuser2 pmc0,addoutput,modelindex 140
ent_fire mc_4 addoutput "onuser3 pmc0,addoutput,modelindex 150
ent_fire mc_4 addoutput "onuser4 pmc0,addoutput,modelindex 160
alias "z1" "ent_setname pmc0
alias "m_11" "z1; ent_fire mc_1 fireuser1; wait 60; bind up m_12
alias "m_12" "z1; ent_fire mc_1 fireuser2; wait 60; bind up m_13
alias "m_13" "z1; ent_fire mc_1 fireuser3; wait 60; bind up m_14
alias "m_14" "z1; ent_fire mc_1 fireuser4; wait 60; bind up m_21
alias "m_21" "z1; ent_fire mc_2 fireuser1; wait 60; bind up m_22
alias "m_22" "z1; ent_fire mc_2 fireuser2; wait 60; bind up m_23
alias "m_23" "z1; ent_fire mc_2 fireuser3; wait 60; bind up m_24
alias "m_24" "z1; ent_fire mc_2 fireuser4; wait 60; bind up m_31
alias "m_31" "z1; ent_fire mc_3 fireuser1; wait 60; bind up m_32
alias "m_32" "z1; ent_fire mc_3 fireuser2; wait 60; bind up m_33
alias "m_33" "z1; ent_fire mc_3 fireuser3; wait 60; bind up m_34
alias "m_34" "z1; ent_fire mc_3 fireuser4; wait 60; bind up m_41
alias "m_41" "z1; ent_fire mc_4 fireuser1; wait 60; bind up m_42
alias "m_42" "z1; ent_fire mc_4 fireuser2; wait 60; bind up m_43
alias "m_43" "z1; ent_fire mc_4 fireuser3; wait 60; bind up m_44
alias "m_44" "z1; ent_fire mc_4 fireuser4; wait 60; bind up m_11
bind up "m_11
bind down "ent_setname pmc1
Post Note:
IMO the key to advanced modding with just config files is to understand entities and their various inputs and outputs.
'addoutput' is one of the most powerful tools at your disposal.
Here is a link to the sdk wiki containing links to basic information about all entities. The ones most of you already know of are prop and point entities.
[ Register or Signin to view external links. ]
Happy modding.
PS haters gonna hate, leechers gonna leech.
[ Register or Signin to view external links. ]
Last edited by w0lfschild ; edited 4 times in total
The following 1 user thanked w0lfschild for this useful post:
Venom199 (04-03-2012)
#2. Posted:
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w0lfschild wrote Copy paste this stuff (note I can't 100% verify this works because I'm a lazy nolife)
How to use in game:
1) Start game
2) Load config
3) Anyone who joins should get mods and be kicked within 15 seconds (assuming exec works, if it doesn't you just have to re-load you config from the game menu each time you want to pass out commands.)
Note: this targets all players on all teams in game except yourself
Note2: If you want to change what they get the bindings they receive are outlined by //------
sv_cheats 1
sv_infinite_ammo 1
ent_fire sc1 killhierarchy
ent_create point_servercommand
ent_fire point_servercommand addoutput "targetname sc1
ent_fire player addoutput "targetname i1
ent_fire !activator addoutput "targetname me1
//---------
ent_fire i1 addoutput "onuser1 sc1,command,bind UP noclip
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle DOWN sv_cheats
ent_fire i1 addoutput "onuser1 sc1,command,bind LEFT thirdperson
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle RIGHT sv_infinite_ammo
//---------
ent_fire i1 addoutput "onuser1 sc1,command,say Mods activated
ent_fire i1 addoutput "onuser1 sc1,command,disconnect,4,-1
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect.,1,-1
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect..,2,-1
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect...,3,-1
ent_fire i1 "fireuser1
ent_fire me1 "fireuser1
alias "re_load1" "wait 600; exec left4dead2_cfg_ss.cfg x360
re_load1
Post Note:
IMO the key to advanced modding with just config files is to understand entities and their various inputs and outputs.
The command 'addoutput' is one of the most powerful tools at your disposal.
Here is a link to the sdk wiki containing links to basic information about all entities. The ones most of you already know of are prop and point entities.
[ Register or Signin to view external links. ]
Happy modding.
PS haters gonna hate, leechers gonna leech.
[ Register or Signin to view external links. ]
Not bad.
I would have just used a point_clientcommand or a point_broadcastclientcommand
and when you do the bindings, you could have put them in one command and separated them with ';' like "onuser1 ent,command,bind up noclip;bindtoggle down sv_cheats"
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UnrealSkybox wrote
Not bad.
I would have just used a point_clientcommand or a point_broadcastclientcommand
and when you do the bindings, you could have put them in one command and separated them with ';' like "onuser1 ent,command,bind up noclip;bindtoggle down sv_cheats"
Thanks.
um I don't really understand why point_clientcommand would have an advantage over point_servercommand.
Never even heard of point_broadcastclientcommand but from the wiki it seems interesting, almost sounds like it will always target all players? -> "issues commands to each valid client's console"
As for the last part I separate it only for clarity, seeing as the main post is aimed at someone who will c+p everything in the quote and read 2-3 words from the rest of the thread I wanted it to be as clear as possible what would actually be bound to the receiving players. Since size is not a real issue with configs it also just makes logical sense to me to make things clear for myself if I were to look back at this from the future.
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I don't particularly like the kicking of the people or selecting all the players at once, I like using it the way I have in my pre modded zip
ent_create point_clientcommand
ent_fire point_clientcommand addoutput "targetname ppc"
ent_fire bob addoutput "Onignite ppc,command,bind UP noclip;bind R_SHOULDER ra;bind DOWN sv_infinite_ammo; alias ra ent_fire ent_fire !self color 255+0+0; wait 20; ent_fire !self color 255+150+0; wait 20; ent_fire !self color 255+255+0; wait 20; ent_fire !self color 0+255+0; wait 20; ent_fire !self color 0+255+255; wait 20; ent_fire !self color 0+0+255; wait 20; ent_fire !self color 128+0+128; wait 20; ra"
ignite bob
//giving them binds you can use aliases, but there is a curtain perimeter where they will and wont work and the rainbow one might not work
//your bindings
bind "UP" "ent_fire !picker setname bob"
bind "R_SHOULDER" "exec joy_preset_1.cfg"
and as you can see I am a fan of onignite and I also like using onhealthchanged
ent_create point_clientcommand
ent_fire point_clientcommand addoutput "targetname ppc"
ent_fire bob addoutput "Onignite ppc,command,bind UP noclip;bind R_SHOULDER ra;bind DOWN sv_infinite_ammo; alias ra ent_fire ent_fire !self color 255+0+0; wait 20; ent_fire !self color 255+150+0; wait 20; ent_fire !self color 255+255+0; wait 20; ent_fire !self color 0+255+0; wait 20; ent_fire !self color 0+255+255; wait 20; ent_fire !self color 0+0+255; wait 20; ent_fire !self color 128+0+128; wait 20; ra"
ignite bob
//giving them binds you can use aliases, but there is a curtain perimeter where they will and wont work and the rainbow one might not work
//your bindings
bind "UP" "ent_fire !picker setname bob"
bind "R_SHOULDER" "exec joy_preset_1.cfg"
and as you can see I am a fan of onignite and I also like using onhealthchanged
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w0lfschild wroteUnrealSkybox wrote
Not bad.
I would have just used a point_clientcommand or a point_broadcastclientcommand
and when you do the bindings, you could have put them in one command and separated them with ';' like "onuser1 ent,command,bind up noclip;bindtoggle down sv_cheats"
Thanks.
um I don't really understand why point_clientcommand would have an advantage over point_servercommand.
Never even heard of point_broadcastclientcommand but from the wiki it seems interesting, almost sounds like it will always target all players? -> "issues commands to each valid client's console"
As for the last part I separate it only for clarity, seeing as the main post is aimed at someone who will c+p everything in the quote and read 2-3 words from the rest of the thread I wanted it to be as clear as possible what would actually be bound to the receiving players. Since size is not a real issue with configs it also just makes logical sense to me to make things clear for myself if I were to look back at this from the future.
It's not really about an advantage, it depends on the context your using the entity in.
Also, the point_broadcastclientcommand issues commands to all players if you wanted to use that.
If they are to copy and paste it, then it wouldn't matter what the code would be, cause mostly all of the people wouldn't comprehend what the code means anyway and why it is organized and executed in the way it is.
Also, "OnHealthChanged" isn't a player output
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NUBBIN_YOU wrote I don't particularly like the kicking of the people or selecting all the players at once, I like using it the way I have in my pre modded zip
ent_create point_clientcommand
ent_fire point_clientcommand addoutput "targetname ppc"
ent_fire bob addoutput "Onignite ppc,command,bind UP noclip;bind R_SHOULDER ra;bind DOWN sv_infinite_ammo; alias ra ent_fire ent_fire !self color 255+0+0; wait 20; ent_fire !self color 255+150+0; wait 20; ent_fire !self color 255+255+0; wait 20; ent_fire !self color 0+255+0; wait 20; ent_fire !self color 0+255+255; wait 20; ent_fire !self color 0+0+255; wait 20; ent_fire !self color 128+0+128; wait 20; ra"
ignite bob
//giving them binds you can use aliases, but there is a curtain perimeter where they will and wont work and the rainbow one might not work
//your bindings
bind "UP" "ent_fire !picker setname bob"
bind "R_SHOULDER" "exec joy_preset_1.cfg"
and as you can see I am a fan of onignite and I also like using onhealthchanged
I don't mean to be rude but why... that seems so unnecessary and poorly coded.
Why ignite a player when you could do the same thing w/o harming them?
Also there is no way to imbed an alias with more then one command in a quote which thereby defeats the point of the alias.
The problem is such that a client can only exec their own alias. The only way to give them an alias is with something like a clientcommand which passes the command to the clients console. The problem is that the only way to fire a clientcommand is through an input which works with the entity but this can only be added by with an addoutput which requires quotes.
eg
ent_fire bob addoutput "onuser1 ppc,command,alias trololol noclip;kill
In this the alias trololol is ended at ';' because their is no " beforehand, without an opening quote ';' will end any command string. So all this would end up doing is adding a second way to noclip -> "trololol" and then killing the client
ent_fire ppc killhierarchy
ent_create point_clientcommand
ent_fire point_clientcommand addoutput "targetname ppc
ent_fire bob addoutput "onuser1 ppc,command,bind UP noclip
ent_fire bob addoutput "onuser1 ppc,command,bindtoggle DOWN sv_infinite_ammo
ent_fire bob "fireuser1
alias ra "ent_fire bob color 255+0+0; wait 20; ent_fire bob color 255+150+0; wait 20; ent_fire bob color 255+255+0; wait 20; ent_fire bob color 0+255+0; wait 20; ent_fire bob color 0+255+255; wait 20; ent_fire bob color 0+0+255; wait 20; ent_fire bob color 128+0+128; wait 20; ra"
ra
bind "UP" "ent_setname bob
bind "R_SHOULDER" "exec joy_preset_1.cfg
Even changed to this there is a huge problem with the command and even the idea in general of "rainbow". That problem is that their is no end to rainbow and if you run the command again it is going to add more instances of rainbow running simultaneously. Essentially you are going to crash the game worst case and best case it's going to turn into an ugly color strobe because of multiple rainbows firing at unsynchronized intervals.
Also without killing any previous instances of your clientcommand or re-naming your targets you are repeatedly stacking the same addoutput on the command so the more you use this the more it fires and after giving say 10 of your friends 1 at a time binds each time you exec your config you will be firing by the 11th friend you will be trying to run 22 binds on 11 players simultaneously eg 200+ commands slam onto the stack.
And it's important to note xbox's suck, I could easily crash tf2 on pc with 4 gb of ram running something like what you have posted. No point in crashing your freinds consoles just because you didn't care to be a little over precocious.
That's my 2 cents.
PS little nitpicks
ent_setname == ent_fire !picker setname
new lines act as closing quotes
fireuser1 -> 4 and onuser1 -> 4 work great instead of ignite
Edit even though I'm in college and totally American my English blows, some of this may sound like gibberish.
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the point of the rainbow alias is for it to keep running it would be pointless if ti was a cycle and ended on blue and you had to hit the button again. I have used it a lot it hasn't ever crashed the game, however, it will stack to a ugly strobe.
You ask why I like ignite, well for one is god mode is on they take no damage anyways. Secondly I like it for using it on one person, it is pointless to just infect everyone and kick them. I would only be infecting people I choose and like. I also realize my code is really sloppy, but I haven't used ppc sense tf2 I think. Ignite is really useful if you are wanting to target one person which is what I like. Personally I dont like infecting everyone, you dont know what they might go out ad so (depending on what you give them)
The alias thing within addoutput works as I have done t but I think it has to be at the end, and it has some other propblem, it is rather impractical. I didnt think the rainbow command would work in it I just stuck an alias in there. as you stated it is a one line alias that ends at the ; so it is pointless to have.
With the ent_fire !picker and ent_setname thing, I don't know why I do that it is a waste of space but I just type it every time I do setname it is a bad habit.
For multipule instances of the infection running on the person you could just add in:
ignite bob;ent_setname nobob, but the killhierarchy doesn't hurt at all.
then it would be fixed with no problem.
xbox does suck, I do tend to test a lot of my code on my PC copy of l4d2, but that doesn't mean it will run flawlessly on xbox.
on my statement of Onhealthchanged:
ent_fire prop addoutput "Onhealthchanged ppc,command,achievement_unlock_all"
I think that makes it if you had a prop and all the right forming of the ppc, to where if you shot the prop all your achievements unlock. Of course you would have that in a different config then the other point client command.
You ask why I like ignite, well for one is god mode is on they take no damage anyways. Secondly I like it for using it on one person, it is pointless to just infect everyone and kick them. I would only be infecting people I choose and like. I also realize my code is really sloppy, but I haven't used ppc sense tf2 I think. Ignite is really useful if you are wanting to target one person which is what I like. Personally I dont like infecting everyone, you dont know what they might go out ad so (depending on what you give them)
The alias thing within addoutput works as I have done t but I think it has to be at the end, and it has some other propblem, it is rather impractical. I didnt think the rainbow command would work in it I just stuck an alias in there. as you stated it is a one line alias that ends at the ; so it is pointless to have.
With the ent_fire !picker and ent_setname thing, I don't know why I do that it is a waste of space but I just type it every time I do setname it is a bad habit.
For multipule instances of the infection running on the person you could just add in:
ignite bob;ent_setname nobob, but the killhierarchy doesn't hurt at all.
then it would be fixed with no problem.
xbox does suck, I do tend to test a lot of my code on my PC copy of l4d2, but that doesn't mean it will run flawlessly on xbox.
on my statement of Onhealthchanged:
ent_fire prop addoutput "Onhealthchanged ppc,command,achievement_unlock_all"
I think that makes it if you had a prop and all the right forming of the ppc, to where if you shot the prop all your achievements unlock. Of course you would have that in a different config then the other point client command.
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Onignite and onuser can be used with only one person but you have 4 different ones you can use.
The problem with onignite in l4d is every time they step into a molotov flame or get ignited in anyway the command refires.
The problem with onignite in l4d is every time they step into a molotov flame or get ignited in anyway the command refires.
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UnrealSkybox wrote Onignite and onuser can be used with only one person but you have 4 different ones you can use.
The problem with onignite in l4d is every time they step into a molotov flame or get ignited in anyway the command refires.
thats true unfortunately, but if you rename them then the problem is somewhat solved
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w0lfschild wrote Edit: If desired I can write other ways of activating these like
single target or shooting a prop (maybe even collision with something if i ever figure that out)
Copy paste this stuff (note I can't 100% verify
Note2: If you want to change what they get the bindings they receive are outlined by //------
sv_cheats 1
sv_infinite_ammo 1
ent_fire sc1 killhierarchy
ent_create point_servercommand
ent_fire point_servercommand addoutput "targetname sc1
ent_fire player addoutput "targetname i1
ent_fire !activator addoutput "targetname me1
//---------
ent_fire i1 addoutput "onuser1 sc1,command,bind UP noclip
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle DOWN sv_cheats
ent_fire i1 addoutput "onuser1 sc1,command,bind LEFT thirdperson
ent_fire i1 addoutput "onuser1 sc1,command,BindToggle RIGHT sv_infinite_ammo
//---------
ent_fire i1 addoutput "onuser1 sc1,command,say Mods activated
ent_fire i1 addoutput "onuser1 sc1,command,disconnect,4,-1
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect.,1,-1
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect..,2,-1
ent_fire me1 addoutput "onuser1 sc1,command,say prepare to disconnect...,3,-1
ent_fire i1 "fireuser1
ent_fire me1 "fireuser1
alias "re_load1" "wait 600; exec left4dead2_cfg_ss.cfg x360
re_load1
Post Note:
IMO the key to advanced modding with just config files is to understand entities and their various inputs and outputs.
The command 'addoutput' is one of the most powerful tools at your disposal.
Here is a link to the sdk wiki containing links to basic information about all entities. The ones most of you already know of are prop and point entities.
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Happy modding.
PS haters gonna hate, leechers gonna leech.
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Addoutput is an input, not a command.
- 1useful
- 1not useful
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