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-   -   [L4D & L4D2] Saferoom Door Spam Protection (1.31) [21-Apr-2024] (https://forums.alliedmods.net/showthread.php?t=324394)

Silvers 05-14-2020 22:49

[L4D & L4D2] Saferoom Door Spam Protection (1.31) [21-Apr-2024]
 
34 Attachment(s)
About:
  • Thanks to "SilentBr" for testing.
  • Thanks to "KasperH" for Hungarian translations.
  • Thanks to "Kleiner" for Russian translations.
  • Thanks to "Toranks" for testing and Spanish translations.
  • Thanks to "Voevoda" for testing and updated Russian translation.
  • Thanks to "in2002" for Traditional Chinese translations.
  • Thanks to "CIKK for Simplified Chinese translations.
  • Various optional features:
  1. Lock the first saferoom door for X seconds (1st and 2nd round with different time cvars).
  2. Prevent closing the first saferoom door once opened.
  3. Prevent players opening or closing the last saferoom door after being used for X seconds. Use the l4d_safe_spam_time_close and l4d_safe_spam_time_open cvars.
  4. Make the first saferoom door automatically fall, use the l4d_safe_spam_fall_time cvar.
  5. Can set the door model for all maps, use the l4d_safe_spam_skin cvar.
https://i.imgur.com/VeHCtWJ.gif



Admin Commands:
  • Requires "z" - ADMFLAG_ROOT flag
PHP Code:

sm_door_drop    // Test command to make a targeted door fall over (will likely only work correctly on Saferoom doors).
sm_door_fall    // Test command to make the first locked saferoom door fall over (will likely only work correctly on Saferoom doors). 



CVars:

Saved to l4d_safe_spam.cfg in your servers \cfg\sourcemod\ folder.

PHP Code:

l4d_safe_spam_allow          "1"       // 0=Plugin off, 1=Plugin on.
l4d_safe_spam_modes          ""        // Turn on the plugin in these game modes, separate by commas (no spaces). (Empty = all).
l4d_safe_spam_modes_off      ""        // Turn off the plugin in these game modes, separate by commas (no spaces). (Empty = none).
l4d_safe_spam_modes_tog      "0"       // Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge. Add numbers together.
l4d_safe_spam_fall_time      "10.0"    // 0.0=Off. How many seconds after round start (or after unlocking by l4d_safe_spam_lock* and l4d_safe_spam_lock* cvars) until the locked saferoom door will automatically fall.
l4d_safe_spam_freeze         "0"       // 0=Off. Any other value is the number of seconds to freeze Survivors on maps that begin without a saferoom. Also prevents players taking damage during this time.
l4d_safe_spam_freeze2        "1"       // 0=Off. 1=Display a message showing the timer until movement is allowed.
l4d_safe_spam_glow           "255 0 0" // 0=Off. Three values between 0-255 separated by spaces. RGB Color255 - Red Green Blue.
l4d_safe_spam_hint           "3"       // 0=Off. 1=Display a message showing who opened or closed the saferoom door. 2=Display a message when saferoom door is auto unlocked (_touch and _lock cvars). 3=Both.
l4d_safe_spam_hints          "1"       // Where should the countdown notifications display when attempting to open a locked door. 1=Chat. 2=Hint box.
l4d_safe_spam_last           "0"       // Final door state on round start: 0=Use map default. 1=Close last door. 2=Open last door.
l4d_safe_spam_lock           "30.0"    // 0.0=Off. How many seconds after round start will the saferoom door remain locked.
l4d_safe_spam_lock_2         "10.0"    // 0.0=Off. How many seconds after round start will the saferoom door remain locked. For the second+ round of a map.
l4d_safe_spam_open           "2"       // 0=Off, 1=Keep the first saferoom door open once opened, 2=Make the first saferoom door fall once opened.
l4d_safe_spam_physics        "3.0"     // 0.0=Always has physics. How many seconds until the fallen doors physics are disabled.
l4d_safe_spam_skin           "0"       // 0=Map default. 1=Classic. 2=Last Stand. Which door model to use on the first and last saferooms.
l4d_safe_spam_time_close     "1.0"     // How many seconds to block after closing the last saferoom door.
l4d_safe_spam_time_open      "3.0"     // How many seconds to block after opening the last saferoom door.
l4d_safe_spam_touch          "0.0"     // 0.0=Off. How many seconds after attempting to open the locked saferoom door until it will fall (overrides the l4d_safe_spam_fall_time cvar).
l4d_safe_spam_touch_2        "0.0"     // 0.0=Off. How many seconds after attempting to open the locked saferoom door until it will fall (overrides the l4d_safe_spam_fall_time cvar). For the second+ round of a map.
l4d_safe_spam_type           "3"       // 0=Off. When the last saferoom door is used enable the timeout on: 1=Open, 2=Close, 3=Both.
l4d_safe_spam_version        // Saferoom Door Spam Protection plugin version 



Changes:
Code:

1.31 (21-Apr-2024)
    - Fixed the saferoom door locking after opening due to player spam.
    - Fixed rare bug where the saferoom door would not fall.
    - Thanks to "Picola" for reporting and testing.

1.30 (10-Jan-2024)
    - Fixed the "l4d_safe_spam_modes_tog" cvar detecting Versus and Survival modes incorrectly.
    - Added Simplified Chinese (chi) translations. Thanks to "CIKK" for providing.

1.29 (20-Dec-2023)
    - Delays showing the movement blocked message during campaign intros. Thanks to "Hawkins" for adding.

1.28 (27-Jul-2023)
    - Added cvar "l4d_safe_spam_freeze" to freeze players on maps which have no starting saferoom. Requested by "etozhesandy".
    - Translation file for English has been updated.

1.27 (07-Dec-2022)
    - L4D1: Plugin no longer teleports the door. This is to prevent breaking the "player_entered_checkpoint" event.

1.26 (28-Oct-2022)
    - L4D1: Locked saferoom doors color are now set by the "l4d_safe_spam_glow" cvar.

1.25a (27-Aug-2022)
    - Added Traditional Chinese (zho) translations. Thanks to "in2002" for providing.

1.25 (12-Aug-2022)
    - Added cvar "l4d_safe_spam_hints" to control where to print the door locked countdown. Requested by "Erika Santos".

1.24 (20-Jun-2022)
    - Changed the "modes" cvars gamemode detection method to use "Left4DHooks" forwards and natives instead of creating an entity.

1.23 (25-May-2022)
    - Fixed not removing the glow when the door is auto unlocked and ready to be opened.

1.22 (20-May-2022)
    - L4D2: Added cvar "l4d_safe_spam_glow" to make the first saferoom door glow when locked.
    - Fixed not removing the auto unlock timer on round end.

1.21 (10-May-2022)
    - Now requires "Left4DHooks" plugin version 1.101 or newer to accurately get the first and last saferoom doors.

    - Added Spanish translations. Thanks to "Toranks" for providing.
    - Changed cvar "l4d_safe_spam_fall_time" to make the saferoom door fall after "l4d_safe_spam_fall_touch*" and "l4d_safe_spam_lock*" cvars unlock the door.
    - Fixed the plugin not locking the first saferoom door when the "l4d_safe_spam_open" cvar was set to "0".
    - Fixed not always preventing doors from being locked on certain levels.
    - Fixed some conflicts when the last saferoom door was locked by other plugins. Thanks to "Voevoda" for reporting.

    - Thanks to "Voevoda" and "Toranks" for testing.

1.20 (09-May-2022)
    - Fixed the saferoom door not unlocking when the "l4d_safe_spam_fall_touch" cvars are 0.0.
    - Fixed the saferoom door auto falling before the timer expires when only using the "l4d_safe_spam_lock" cvars.
    - Time hint until unlocked is now only displayed once per second. These hints are only shown to the user attempting to open the saferoom door.

1.19 (08-May-2022)
    - Added cvars "l4d_safe_spam_fall_touch" and "l4d_safe_spam_fall_touch_2" to determine how long after someone tries to open the first saferoom door before it falls.
    - Added cvars "l4d_safe_spam_lock" and "l4d_safe_spam_lock_2" to determine how long the first saferoom door should remain locked after round start.
    - Both cvars allow for setting the time on the second round of versus and for round restarts in coop.
    - Changed cvar "l4d_safe_spam_hint" to allow showing hints when the saferoom door is automatically opened.
    - Thanks to "Voevoda" for the feature requests and lots of help testing.

    - Translation files updated. Thanks to "KasperH" and "Voevoda" for updating the Hungarian and Russian translations respectively.


1.18 (01-Sep-2021)
    - Fixed a 2nd door dropping when used enough Thanks to "Primeas" for reporting.
    - Fixed "in solid list (not solid)" server console spam. Thanks to Tonblader for reporting.

1.17 (26-Aug-2021)
    - Fixed the door sometimes interfering instead of being non-solid. Thanks to "Ja-Forces" for reporting.

1.16 (26-Aug-2021)
    - Fixed crashing in L4D1. Thanks to "Ja-Forces" for reporting.
    - Restricted the "l4d_safe_spam_skin" cvar to L4D2 only.

1.15 (26-Aug-2021)
    - Fixed playing the incorrect unlock sound when the "l4d_safe_spam_open" cvar was set to "0". Thanks to "TBK Duy" for reporting.

1.14 (24-Aug-2021)
    - Fixed using the wrong falling sounds when changing door skins. Thanks to "Tonblader" for reporting.

1.13 (21-Aug-2021)
    - Fixed using the wrong door sounds when changing door skins. Thanks to "Tonblader" for reporting.
    - Fixed some doors falling the wrong way when changing door skins. Thanks to "Tonblader" for reporting.
    - Fixed some doors using the wrong angle when changing door skins.
    - Fixed the saferoom door auto falling if the "l4d_safe_spam_open" cvar was set to 1.

1.12a (17-Aug-2021)
    - Added Hungarian translations. Thanks to "KasperH" for providing.

1.12 (13-Aug-2021)
    - Added cvar "l4d_safe_spam_skin" to control the skin of Saferoom Doors. Requested by "Tonblader".

1.11 (05-Jul-2021)
    - L4D2: plugin compatibility update with "[L4D2] Saferoom Lock: Scavenge" plugin by "Eärendil" version 1.2+ only.
    - Thanks to "GL_INS" for reporting and testing.
    - Thanks to "Eärendil" for supporting the compatibility.

    - Changed method of locking doors after opening/closing. No more hackish workarounds.
    - Fixed some saferoom doors falling the wrong way when "l4d_safe_spam_physics" cvar was enabled.
    - Should now correctly detect the starting saferoom door for auto falling. Thanks to "Krevik" for reporting.

1.10 (30-Jun-2021)
    - Fixed the saferoom door not auto falling on some maps.
    - Now displays the handle falling.
    - Now swaps attachments from the old door to the new door.
    - Now supports multiple ending saferoom doors.

1.9 (26-Jun-2021)
    - Fixed cvar "l4d_safe_spam_fall_time" value "0.0" from making the door auto fall. Thanks to "Primeas" for reporting.

1.8 (21-Jun-2021)
    - Fixed not using an entity reference which could rarely throw errors otherwise.

    - Modified update from "pan0s" adding auto falling saferoom door feature.
    - Added cvar "l4d_safe_spam_fall_time" to control if the first saferoom door auto falls.
    - Added command "sm_door_last" to make a locked saferoom door fall over. Should mostly be the first saferoom door.

1.7 (15-Feb-2021)
    - Added cvar "l4d_safe_spam_physics" to allow the doors physics to persist or freeze after a specified amount of time. Requested by "yzybb".
    - Added Russian translations. Thanks to "Kleiner" for providing.

1.6 (05-Oct-2020)
    - Added cvar "l4d_safe_spam_last" to control the last saferoom door state on round start: opened, closed or map default. Thanks to "Tonblader" for requesting.

1.5 (20-Sep-2020)
    - Blocked door falling on L4D2 "Questionable Ethics" 2nd map (qe2_ep2) to prevent breaking gameplay. Thanks to "Alex101192" for reporting.
    - Fixed the door not always falling in the right direction on some maps.

1.4 (20-Sep-2020)
    - Added a sound effect for when the door breaks and falls.
    - Fixed the door not always falling on some maps.

1.3 (18-Sep-2020)
    - Changed cvar "l4d_safe_spam_open" adding option "2" to make the door fall. Thanks to "yzybb" for requesting.

1.2 (05-Jun-2020)
    - Added cvar "l4d_safe_spam_hint" to control displaying messages when saferoom doors are opened/closed.
    - Added translations support. Thanks to "Tonblader" for requesting.

1.1 (15-May-2020)
    - Initial release.

1.0 (30-Aug-2013)
    - Initial creation.



Updating from 1.27 or older:
  • New cvars have been added: use the Cvar Configs Updater, or delete the old cvars config or manually add them.

Requirements:
  1. Uses Left 4 DHooks Direct plugin. Won't work without.

Installation:
  1. Download the .zip and extract the files to their respective folders in your servers \addons\sourcemod\ folder.

Current Translations: English (en), Simplified Chinese (chi), Traditional Chinese (zho), Hungarian (hu), Russian (ru), Spanish (es).

SilentBr 05-14-2020 22:51

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.1) [15-May-2020]
 
This plugins is essential for big coop/versus servers, finally safe room's door won't be a problem anymore.

Thanks Silvers, you're the best :wink:

Alex101192 05-15-2020 08:42

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.1) [15-May-2020]
 
Very nice plugins. Thank you a lot silver.

login101 05-19-2020 19:58

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.1) [15-May-2020]
 
good!

Tonblader 06-05-2020 04:39

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.1) [15-May-2020]
 
In addition, can you make me say on the public chat, who was the person who opened and closed the door? (with colors included)

Silvers 06-05-2020 08:08

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
 
Done.

Silvers 08-08-2020 09:56

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
 
Quote:

Originally Posted by KRUTIK (Post 2713488)
Add to the plugin, if the player plays with the door, the plugin automatically kicks him out of the server.

If you want to write the code for that I'll add it in, not something I'll do.

KRUTIK 08-08-2020 09:58

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
 
Quote:

Originally Posted by Silvers (Post 2713512)
If you want to write the code for that I'll add it in, not something I'll do.

Thank you, no longer necessary, I have already done it.

Silvers 08-08-2020 10:22

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
 
Deletes post and doesn't share. Noted. Thanks. lol

KRUTIK 08-08-2020 15:57

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
 
Quote:

Originally Posted by Silvers (Post 2713521)
Deletes post and doesn't share. Noted. Thanks. lol


Laugh for health.

yzybb 09-15-2020 14:19

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.11) [05-Jul-2021]
 
https://s1.ax1x.com/2020/09/16/wcMaBF.gif

Hi,I hope this effect can be added to make it look more natural, haha

The intact door cannot be closed, giving people an unnatural feeling. But if the door is automatically destroyed after it is opened for the first time, teammates will be surprised at first and feel very interesting. It will be more logical that the door cannot be closed due to such destruction.


This is a suggestion, hope it will become more perfect.

Whatever decision you're going to make, I am behind you. Like your work very much.

In addition, when you are in the final safe house, keep repeating the opening and closing actions, the door will be abnormal and the timer will be invalid

Silvers 09-18-2020 19:41

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
 
Quote:

Originally Posted by yzybb (Post 2717864)
https://s1.ax1x.com/2020/09/16/wcMaBF.gif

Hi,I hope this effect can be added to make it look more natural, haha

Done:
Code:

1.3 (18-Sep-2020)
    - Changed cvar "l4d_safe_spam_open" adding option "2" to make the door fall. Thanks to "yzybb" for requesting.


Quote:

Originally Posted by yzybb (Post 2718106)
In addition, when you are in the final safe house, keep repeating the opening and closing actions, the door will be abnormal and the timer will be invalid

Don't know what you mean by this.

yzybb 09-19-2020 02:01

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.11) [05-Jul-2021]
 
Quote:

Originally Posted by yzybb (Post 2718106)
In addition, when you are in the final safe house, keep repeating the opening and closing actions, the door will be abnormal and the timer will be invalid

This is bug,if players Fast Uninterrupted opening and closing the last saferoom door,The door animation opening and closing will be abnormal, and the set time_close and time_open will be temporarily invalid.

Sometimes the door does not fall down after opening the door(Example:C13M2 safedoor),The door seems to be stuck. Can you fix it fall normally every time?

Quote:

Originally Posted by Silvers (Post 2718141)
Done:
Code:

1.3 (18-Sep-2020)
    - Changed cvar "l4d_safe_spam_open" adding option "2" to make the door fall. Thanks to "yzybb" for requesting.



Don't know what you mean by this.

Thank you, Silvers,the plugin is more perfect,But there seems to be some minor flaws.

finishlast 09-19-2020 14:01

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
 
On l4d1 l4d_vs_smalltown03_ranchhouse and l4d_vs_smalltown04_mainstreet and some others the door did not fall down.
This fixed it for me by using wild numbers to force the fall that I don't understand and only on the official maps.

And I love how the door whobbles down on mainstreet map.

PHP Code:

       removed bc pidor code 


Silvers 09-19-2020 15:20

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
 
Exactly the reason why I hate taking requests and adding features, more hassle than it's worth and always more problems and more time I have to waste fixing over and over. From now on I'm going to refuse all/majority of feature requests for my plugins and I'll only support bug fixes. I don't have time or interest anymore

Quote:

Originally Posted by finishlast (Post 2718211)
-

This is not a fix for all maps and seems like you're using wild numbers to force the fall.

Changing the angle some degrees can make it fall with the original method but the door will be out of position and the angle needs to be changed in the direction that it opens. If anyone figures it let me know, I'll eventually fix but atm don't care, set the fall cvar to 0 (can use a map configs plugin to set on 0 for maps it fails).

yzybb 09-19-2020 23:14

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
 
1 Attachment(s)
Can try to reference to this file. The door fall function written by the other two people. Hope it can help you

Or this:https://github.com/SirPlease/SirCodi...oom_manager.sp

finishlast 09-20-2020 05:19

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
 
It is connected to the type of door that is used, so if it is left opened or right opened.

//vAng[1] += 4.0;

if(StrContains(sModel, "checkpoint_door_-01") > -1 )
{
vAng[0] -= 13.0;
}
if(StrContains(sModel, "checkpoint_door_01") > -1 )
{
vAng[0] += 13.0;
}
vPos[2] += 1.0;

Don't know if l4d2 has other models for these doors.

Silvers 09-20-2020 09:37

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
 
Sleeping on it always helps, realised what had to be written. Tested on several maps including the ones mentioned where it breaks and seems to always work.

Code:

1.4 (20-Sep-2020)
    - Added a sound effect for when the door breaks and falls.
    - Fixed the door not always falling on some maps.


yzybb 09-20-2020 10:12

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
 
Thanks! You're the best, Silvers. idol.

finishlast 09-20-2020 13:10

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
 
Well done.

All doors seem to fall down and not getting stuck anymore, some fall inside not outside but I have that problem with my way too.

l4d_vs_farm04_barn
l4d_vs_farm05_cornfield
l4d_vs_airport04_terminal
l4d_vs_smalltown02_drainage
l4d_garage02_lots

Silvers 09-20-2020 18:01

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
 
Code:

1.5 (20-Sep-2020)
    - Blocked door falling on L4D2 "Questionable Ethics" 2nd map (qe2_ep2) to prevent breaking gameplay. Thanks to "Alex101192" for reporting.
    - Fixed the door not always falling in the right direction on some maps.

Still unsure if this will fall properly on all maps it's kinda hackish to get the direction. Let me know which maps still fail. I tested on all the reported ones and others they all seem to work correctly.

Blocked falling on qe2_ep2 map since the saferoom door is required to shut, any other maps which need blocking let me know, if there are lots more I'll add a cvar.

finishlast 09-21-2020 11:59

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
 
Hi,

I tested against all l4d1 standard maps.

All doors fall down in the right direction.

There are only 3 doors that don't fall completely flat but that is nothing worth fixing.

But since I tested all I post em here anyways:

l4d_vs_airport05_runway (falls not completely flat)
l4d_vs_farm05_cornfield (the door "overspins" when fall out of train carriage and stays 45° up but that is physically correct.)
l4d_vs_smalltown03_ranchhouse (the door "overspins" when fall out of train carriage and stays 45° up but that is physically correct.)

Thx for the work!

Tonblader 09-27-2020 19:06

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
 
Can you add a cvar to indicate the final door will be start open/closed?
Can you make the zombies near the door of the initial saferoom get crushed by the door? (l4d_safe_spam_open "2")

Good Work

Silvers 10-04-2020 19:22

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
 
Quote:

Originally Posted by Tonblader (Post 2719315)
Can you add a cvar to indicate the final door will be start open/closed?
Can you make the zombies near the door of the initial saferoom get crushed by the door? (l4d_safe_spam_open "2")

Good Work

Code:

1.6 (05-Oct-2020)
    - Added cvar "l4d_safe_spam_last" to control the last saferoom door state on round start: opened, closed or map default. Thanks to "Tonblader" for requesting.

Crushed is more difficult, need to create a trigger in the right area and vector angles/rotation didn't work for every map/door angle so I haven't released and don't have time to keep playing with it. Also the zombies die but the door still falls through them so it's kinda pointless anyway because it still doesn't look good.

Bacardi 10-25-2020 21:21

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
 
Here something more feature to add.


https://forums.alliedmods.net/showpo...66&postcount=5

yzybb 10-26-2020 09:24

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
 
Why does the ragdoll effect disappear after the door falls on the ground? Then it's like sticking to the ground(The power of any weapon cannot make it move, just like sticking to the ground). Can you make it maintain the ragdoll effect forever? This is more real, now the effect is stuck to the ground, which makes people feel very strange.

Good Work

Kleiner 12-28-2020 07:29

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
 
1 Attachment(s)
Made Russian translation. Enjoy!

Silvers 02-16-2021 00:15

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
 
Quote:

Originally Posted by yzybb (Post 2722613)
Why does the ragdoll effect disappear after the door falls on the ground? Then it's like sticking to the ground(The power of any weapon cannot make it move, just like sticking to the ground). Can you make it maintain the ragdoll effect forever? This is more real, now the effect is stuck to the ground, which makes people feel very strange.

Good Work

Quote:

Originally Posted by Kleiner (Post 2730422)
Made Russian translation. Enjoy!

Code:

1.7 (15-Feb-2021)
    - Added cvar "l4d_safe_spam_physics" to allow the doors physics to persist or freeze after a specified amount of time. Requested by "yzybb".
    - Added Russian translations. Thanks to "Kleiner" for providing.

Added. Thanks

pan0s 05-09-2021 19:22

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
 
1 Attachment(s)
This version provides a timer to auto destroy the safe room door every round start.

KoMiKoZa 06-19-2021 20:42

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
 
Linux. SM 1.10.
PHP Code:

L 06/20/2021 01:14:28: [SMBlamingl4d_safe_door_spam.smx
L 06
/20/2021 01:14:28: [SMCall stack trace:
L 06/20/2021 01:14:28: [SM]   [0SetFailState
L 06
/20/2021 01:14:28: [SM]   [1Line 113, /home/forums/content/files/8/5/7/7/8/181393.attach::OnPluginStart 


Silvers 06-21-2021 10:22

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
 
Quote:

Originally Posted by pan0s (Post 2746398)
This version provides a timer to auto destroy the safe room door every round start.

Have modified and added to the main plugin. I've omitted the hint messages as I don't see it being necessary to spam the chat about the door falling. If someone really wants these messages added I'll update the translations.

Code:

1.8 (21-Jun-2021)
    - Fixed not using an entity reference which could rarely throw errors otherwise.

    - Modified update from "pan0s" adding auto falling saferoom door feature.
    - Added cvar "l4d_safe_spam_fall_time" to control if the first saferoom door auto falls.
    - Added command "sm_door_last" to make a locked saferoom door fall over. Should mostly be the first saferoom door.


KoMiKoZa 06-23-2021 13:49

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
 
It's possible to walk through the door when it's falling off, is there a way to prevent that?

Silvers 06-23-2021 15:38

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
 
Quote:

Originally Posted by KoMiKoZa (Post 2750888)
It's possible to walk through the door when it's falling off, is there a way to prevent that?

Remove the line:
PHP Code:

DispatchKeyValue(door"spawnflags""4"); // Prevent collision 

Might update and change that.

KoMiKoZa 06-23-2021 16:18

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
 
Quote:

Originally Posted by Silvers (Post 2750909)
Remove the line:
PHP Code:

DispatchKeyValue(door"spawnflags""4"); // Prevent collision 

Might update and change that.

It works, thank you.

I guess I see why you decided to prevent that. Players can simply move the door out of the way while it's falling and it just looks weird.

Silvers 06-23-2021 16:41

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
 
Quote:

Originally Posted by KoMiKoZa (Post 2750914)
It works, thank you.

I guess I see why you decided to prevent that. Players can simply move the door out of the way while it's falling and it just looks weird.

Yeah that's the issue. Maybe can set weight of door to prevent moving it. Not looked into that.

Primeas 06-26-2021 09:06

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
 
Code:

// 0.0=Off. How many seconds after round start until the locked saferoom door will automatically fall.
// -
// Default: "20.0"
l4d_safe_spam_fall_time "0.0"

If you use "0" or "0.0" there, the door will be opened immediately at the start of the round

Silvers 06-26-2021 11:11

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.9) [26-Jun-2021]
 
Thanks, fixed.

Code:

1.9 (26-Jun-2021)
    - Fixed cvar "l4d_safe_spam_fall_time" value "0.0" from making the door auto fall. Thanks to "Primeas" for reporting.


Silvers 06-30-2021 00:49

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.10) [30-Jun-2021]
 
This is quite a nice change. The metal rails etc now stay attached to the door, and the handle falls down.

Code:

1.10 (30-Jun-2021)
    - Fixed the saferoom door not auto falling on some maps.
    - Now displays the handle falling.
    - Now swaps attachments from the old door to the new door.
    - Now supports multiple ending saferoom doors.


Krevik 07-04-2021 06:09

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.10) [30-Jun-2021]
 
Blood Harvest - last mape before finale - saferoom doors at the end of the map are opened (probably only if u use auto door opening) making survivors possible to go out of the map.

Silvers 07-05-2021 03:51

Re: [L4D & L4D2] Saferoom Door Spam Protection (1.10) [30-Jun-2021]
 
Quote:

Originally Posted by Krevik (Post 2751846)
Blood Harvest - last mape before finale - saferoom doors at the end of the map are opened (probably only if u use auto door opening) making survivors possible to go out of the map.

Fixed:
Code:

1.11 (05-Jul-2021)
    - L4D2: plugin compatibility update with "[L4D2] Saferoom Lock: Scavenge" plugin by "Eärendil" version 1.2+ only.
    - Thanks to "GL_INS" for reporting and testing.
    - Thanks to "Eärendil" for supporting the compatibility.

    - Changed method of locking doors after opening/closing. No more hackish workarounds.
    - Fixed some saferoom doors falling the wrong way when "l4d_safe_spam_physics" cvar was enabled.
    - Should now correctly detect the starting saferoom door for auto falling. Thanks to "Krevik" for reporting.



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