[L4D & L4D2] Saferoom Door Spam Protection (1.31) [21-Apr-2024]
34 Attachment(s)
About:
https://i.imgur.com/VeHCtWJ.gif Admin Commands:
PHP Code:
CVars: Saved to l4d_safe_spam.cfg in your servers \cfg\sourcemod\ folder. PHP Code:
Changes: Code:
1.31 (21-Apr-2024) Updating from 1.27 or older:
Requirements:
Installation:
Current Translations: English (en), Simplified Chinese (chi), Traditional Chinese (zho), Hungarian (hu), Russian (ru), Spanish (es). |
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: |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.1) [15-May-2020]
Very nice plugins. Thank you a lot silver.
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.1) [15-May-2020]
good!
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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)
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
Done.
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
Deletes post and doesn't share. Noted. Thanks. lol
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.2) [05-Jun-2020]
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Laugh for health. |
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 |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
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1.3 (18-Sep-2020) Quote:
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.11) [05-Jul-2021]
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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:
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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:
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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
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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). |
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 |
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. |
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) |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
Thanks! You're the best, Silvers. idol.
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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 |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
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1.5 (20-Sep-2020) 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. |
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! |
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 |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
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1.6 (05-Oct-2020) |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
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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 |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
1 Attachment(s)
Made Russian translation. Enjoy!
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
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1.7 (15-Feb-2021) |
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.
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
PHP Code:
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
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1.8 (21-Jun-2021) |
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?
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
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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. |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.8) [21-Jun-2021]
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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. |
Re: [L4D & L4D2] Saferoom Door Spam Protection (1.9) [26-Jun-2021]
Thanks, fixed.
Code:
1.9 (26-Jun-2021) |
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) |
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.
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Re: [L4D & L4D2] Saferoom Door Spam Protection (1.10) [30-Jun-2021]
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1.11 (05-Jul-2021) |
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