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-   -   [L4D1+2] Perkmod (https://forums.alliedmods.net/showthread.php?t=99305)

tPoncho 08-03-2009 16:23

[L4D1+2] Perkmod
 
4 Attachment(s)
Update News 2013-11-12

Well after a few years of being abandoned, playing L4D2 again with some new mates prompted me to dust this plugin off. Out of a lack of foresight, I added in a few more lines in the translations file so you'll need to update your translations accordingly.

- Double Tap now only works for semi-auto weapons.
- Double Tap no longer gives a chance to recover ammo while firing (wasn't listed on tooltips)
- Double Tap now gives a bonus to reload speed, +25% by default
- Martial Artist has been moved to secondary perks
- Martial Artist no longer reduces the max shove penalty by default
- Pyrotechnician now gives a pipe bomb if the survivor is grenade-less for a set period of time (default is 120 seconds)

Other, less exciting stuff:
- Updated offsets for some perks, cooldown-reducing perks should be working now (Twin Spitfire, Drag and Drop). UPDATE: these perks should also stop being broken with each new patch. Also, should now work with linux!
- Added cvars for disabling all survivor or all infected perks (l4d_perkmod_perktree_survivor_enable, l4d_perkmod_perktree_infected_enable)
- Reduced default value for Chem Reliant bonus health buffer from 10 -> 0
- Reduced default value for Double the Trouble health multiplier from 0.45 -> 0.35
- Tweaked Spirit, hopefully should be less buggy (I did this tweak years ago, no idea if it worked)
- Added in a warning for Spirit if the survivor is in black and white health (you NEED the updated translations file for this!!!)
- Fixed major bug with Barf Bagged interacting with bile jars
- Fixed minor bug with Spitter perks not displaying properly
- ... Lukewarm, untested attempt at fixing rare (but highly game changing!) Smoke IT bug with tanks (also did this tweak years ago, still don't know if it worked but there ya go)
- UPDATE: Fixed Extreme Conditioning not applying sometimes

Unfortunately, Adrenal Glands doesn't work anymore!!! :( well throwing rocks faster still work but the old tricks I pulled for punches don't work anymore, I'm pretty sure valve changed some stuff under the hood... I can get it to punch faster as long as you don't actually punch a survivor. Sigh...



Alternate Versions

(L4D2, updated constantly)


muukis has been kind enough to constantly update perkmod to use a database - http://forums.alliedmods.net/showthr...386#post932386

(L4D1, 1.4.2 version)

AtomicStryker's version, which supports multiple languages and sports perks that don't mess around with convars: http://forums.alliedmods.net/showpos...&postcount=196

AtomicStryker also made a version with a nice tweak: it binds the keys 6-10 for clients, so you don't have to deal with players who don't know how to rebind their keys. This version is otherwise like my vanilla version: http://forums.alliedmods.net/showpos...&postcount=209

muukis's version, who was nice enough to implement something I was too lazy to go out and learn how to include it - databases =P now your perk selections will actually stick around for the next time you connect. http://forums.alliedmods.net/showpos...&postcount=200


New/refreshing your .cfg File
To 'refresh' your cfg file, simply delete the old one (perkmod.cfg) in 'steamapps\common\left 4 dead\left4dead\cfg\sourcemod', and the plugin will generate a new one the next time the server loads the plugin.



--- INTRODUCTION (a trip down memory lane) ---

(This is my first plugin ever, so criticize gently... =P)
(... and last plugin, this one is eating me alive haha)

First, a big thanks to these people!
Skorpion1976
Uyukio
spiderlemur
olj
grandwazir

Special thanks to AtomicStryker!

Perkmod is a mod inspired by the perk system in Call of Duty 4, and draws many of its names from it. It gives the player a selection of perks to use in campaign, survival or versus, and both infected and survivors have perks. Since giving just player survivors perks would make campaign and survival runs much easier, bots too will use perks.

Additionally, a server can tweak the power of most perks through console variables, and can set what perks bots will use.

A menu will show up when a player joins in the game, and every time a new round starts, perks will be reset, and the menu will show up again. To access this menu in case it disappears (ie. an invalid menu choice), say !perks to show the menu - or if you've already chosen your perks, that will instead show you the perks you've chosen.

For perks to work at all, you must choose "confirm perks" when you are done. ("7. DONE" on the main menu, then "1. Confirm") This is to avoid opportunistic abuses (using perks when they're convenient, then switching back).


INSTALLATION

- You'll need Sourcemod (1.3 or higher) and a dedicated server
- Copy the attached .smx file into 'steamapps\common\left 4 dead\left4dead\addons\plugins'
- Copy the contents of translations.zip into sourcemod/translations

For Customization:
- A cfg file should automatically be generated in 'steamapps\common\left 4 dead\left4dead\cfg\sourcemod', named 'perkmod.cfg'. It will have all the cvars that can be used to tweak most of the perks' numbers. There's a lot of them, which is why I'm not posting them here. They're all named in the following manner: 'l4d_perkmod_<perkname>_<property> <variable>'. They are all clamped between certain numbers, but unless you're trying to use seriously crazy numbers like 5x damage for Stopping Power, it shouldn't be an issue.
- To disable perks, the CVars are in this sort of format: 'l4d_perkmod_<perkname>_enable 0/1'. Survivor perks have two others by similar names, but with '_versus' and '_survival' at the end.
- To make the plugin stop messing with certain ConVars, find the CVar 'l4d_perkmod_<perkname>_enableconvarchanges' and set it to 0. Alternatively, just disable the perk.


POSSIBLE CONFLICTS (read: there probably will be =P)

This plugin runs a lot of cheat commands to accomplish its ends, and I hear some anti-cheat plugins block cheat commands... so yeah.

Also, any plugin that uses a menu display may interfere with the one used in this plugin to display which perks to use.

This plugin also constantly adjusts some cvars, mostly for those concerning smoker tongues (shoot speed, drag speed, range) and survivors (revive times). Any custom cfg files that adjust these values will likely be reset after the first map, if not earlier.

To circumvent this, you can either disable the perk using those CVars, or in the case of Helping Hand, Spirit and Blind Luck you can just disable CVar changes. Use 'l4d_perkmod_<perkname>_enable 0' to disable the perk, or 'l4d_perkmod_<perkname>_enable_convarchanges 0' for the above 3 special cases.



Perk List
(current list for Perkmod2)

Survivor, Primary

1. Stopping Power
Bonus damage (except with melee weapons).
2. Double Tap
Increased firing speed with guns (except the SCAR).
3. Sleight of Hand
Faster reload.

4. Pyrotechnician
Picking up a grenade gives you two of that type.
You start the round with a grenade.
If you aren't carrying a grenade for a set amount of time, you will be given a pipe bomb.



Survivor, Secondary


1. Unbreakable
Bonus health when using medkits, on being revived and on rescue.
2. Spirit
If you are incapped and another survivor becomes incapped, you will self-revive.
3. Helping Hand
You revive others faster and give them bonus health on revive.
4. Martial Artist
You can swing a melee weapon twice in rapid succession.
You suffer from a lesser maximum shove penalty.
(L4D2 only)

Survivor, Tertiary

1. Pack Rat
You can carry more ammo.
2. Chem Reliant
Using pills/adrenaline gives you extra health.
You start the round with pills/adrenaline.
3. Hard to Kill
You have extra health when incapped.
4. Extreme Conditioning
You have bonus movement speed.
5. Little Leaguer
You will start with a baseball bat.


Boomer

1. Barf Bagged
Vomiting on a survivor calls more common infected.
2. Blind Luck
Vomiting on a survivor will block more of their HUD.
You have a shorter cooldown.
3. Dead Wreckening
Common infected deal bonus damage against vomited survivors.
4. Motion Sickness
You can vomit and move at the same time.
You have bonus movement speed.

Smoker

1. Tongue Twister
Your tongue travels faster and farther, and drags survivors faster.
2. Squeezer
You deal bonus damage with your tongue.
3. Drag and Drop
You have a much shorter cooldown.
You can release a survivor at will by clicking ATTACK2.
4. Smoke IT!
You can walk while pulling survivors.
Thanks to Olj for this perk!

Hunter

1. Body Slam
On pouncing a survivor, you always deal a minimum amount of damage.
2. Efficient Killer
You deal bonus damage.
3. Grasshopper
Your pounces launch you much farther.
4. Speed Demon
You move at an increased time rate.
Your scratches deal bonus damage.

Jockey

1. Ride Like the Wind
You move faster while riding a survivor.
2. Cavalier
Bonus health.
3. Frogger
Can jump and leap farther.
Bonus damage.
4. Ghost Rider
Near invisibility.

Spitter

1. Twin Spitfire
You can spit twice in quick succession.
2. Mega Adhesive
Your spit slows the survivors.

Charger

1. Scattering Ram
Hitting secondary targets while charging will send them flying farther.
Gives bonus health.
1. Speeding Bullet
Charges are faster and longer.

Tank

1. Adrenal Glands
Increased attack speed.
2. Juggernaut
Bonus health.
3. Metabolic Boost
Increased movement speed.
4. Storm Caller
A zombie wave will spawn with you.
5. Double the Trouble
A second tank will spawn with you.
Both tanks will have reduced health.




Updates

2.1.5
- rewrote some code, Mega Adhesive should no longer interfere with other SI (smoker/jockey)
- fixed an exploit with faster reloading for Double Tap (sorta)
- fixed Pack Rat again...

2.1.4
- Further fixes for Pack Rat, should work fine now
- Increased Twin Spitfire's delay from 2.5s -> 6s
- Increased Mega Adhesive slow % from 50% -> 60%

2.1.3
- Double Tap now has a 15% chance per shot that a bullet will not be consumed.
- Rewrote Pack Rat to address multiple bugs; no longer grants bonus ammo on confirming perks, but should work and also have less compatibility issues with other plugins... I think.
- Added a CVar "l4d_perkmod_autoshowmenu" to enable or disable automatically showing the perks menu on roundstart.
- Updated offsets for ability and attack timers, cooldown-reducing perks (ie. Twin Spitfire) and attack speed increase perks (ie. Adrenal Glands) should now work properly.

2.1.2
- Helping Hand should now properly give half the bonus health buffer to the reviver in addition to giving the full bonus to the revivee (was previously only giving it to the revivee). Kinda bugged, though, sometimes it gives more than it should...
- Martial Artist now gives three swings, and should be much more consistent in giving the bonus swings - shoves and drawing the weapon no longer "count" as swings.

2.1.1
- Added Mega Adhesive perk to spitters: slows survivor speed by 50% for up to two seconds after leaving spit.
- Added Smoke IT! perk to smokers: can walk while smoking (thanks to Olj for this perk!)
- Added Little Leaguer perk to survivor-tertiary: gives a baseball bat.
- Saying !perks should work more consistently (but perks may still not work properly on local servers!)

2.1.0
- Twin Spitfire, Adrenal Glands and other cooldown-reducing perks should now work properly on Linux servers (nobody told me the offsets were all weird between Linux and Windows servers =.=). Still don't have offset numbers for L4D1 Linux, so it won't work for L4D1 Linux until I can find those numbers...
- Being rescued from the closet now gives bonus items with the corresponding perks (grenades for Pyrotechnician, pills for Chem Reliant).
- Added translations! (basically stole AtomicStryker's work =P) a lot of perk descriptions are only available in english until someone kindly translates them for us... =P

2.0.11
- Adrenal Glands now also makes the tank unfrustratable.
- Increased Frogger damage from 0.2 -> 0.35
- Fixed Helping Hand bug that wasn't giving the reviver bonus health buffer when the reviver didn't have health buffer (only real health).
- Fixed bug/exploit with Chem Reliant/Pyrotechnician/Unbreakable on switching from AFK to non-AFK.
- Fixed Pack Rat bug/exploit with pistol and dropped grenade launchers, and updated some old code.

2.0.10
- Added Frogger perk: Jockeys can jump and leap 30% farther, and deal 20% more damage.
- Added Ghost Rider perk: makes Jockeys nearly invisible - but riding a survivor still gives off that red glow!
- Added Speeding Bullet perk: Chargers can charge 50% faster and farther.
- Changed Scattering Ram to 60% impact force and added a 30% health bonus.
- Revised some menu coding... again.


About the attachments:
- the Perkmod.sp is the last stable version made exclusively for L4D1 (1.4.2).
- the Perkmod2.sp is probably what you're looking for =P it should work for both L4D1 and 2, although I think there's some bugs when used for L4D1, mostly the cooldown-reducing perks. YOU NEED THE TRANSLATIONS.ZIP AS WELL!
- copy the contents of translations.zip to addons/sourcemod/translations (Perkmod2.sp only).

olj 08-03-2009 18:47

Re: [L4D] Perkmod
 
Quote:

Blind Luck, as per Grandwazir's plugin by the same name, may allow clients to execute client-side commands that are normally blocked if sv_cheats is 0. As far as I know, though, I don't know what clients might execute that could be harmful... and they only have a space of 15 seconds to do it, not to mention zombies will be beating on them that whole time.
http://forums.alliedmods.net/showthr...t=84926&page=6
Post #60
Sadly, original author never updated first post. Original code idea for making it working w/out sv_cheats belongs to Doku.
Btw, nice idea. Can be a good replacement for survivor upgrades.

GrossKopf 08-03-2009 19:19

Re: [L4D] Perkmod
 
I like it! I've been trying out the various survivor upgrades, but this is much cooler! I'll check it out on my server in a few minutes.

tPoncho 08-03-2009 19:45

Re: [L4D] Perkmod
 
@ olj: thanks! Just included the code and gave it a quick test, seems to run fine.

Dragonshadow 08-03-2009 19:50

Re: [L4D] Perkmod
 
Ooooh this looks nice!

Quote:

Originally Posted by GrossKopf (Post 889604)
I like it! I've been trying out the various survivor upgrades, but this is much cooler! I'll check it out on my server in a few minutes.

Whats your server? I want to join lol.

GrossKopf 08-03-2009 21:38

Re: [L4D] Perkmod
 
Ok, fantastic mod, but two big bad bugs...

On the last level of the airport (finale), there is no plane crash at the beginning, and the finale never comes. The plane is never fueled up. I can only guess the second part is a result of the first part not happening.

The other thing. I use Left4Downtown. I have my server set to 9 slots. I had a 9th member connect, and when a pubber left, he joined in. He had 2861 health.

I can only assume these bugs are the result of this plugin, as this didn't happen before I put the plugin on the server.

My plugin list:

Quote:

01 "Admin File Reader" (1.2.1) by AlliedModders LLC
02 "Admin Help" (1.2.1) by AlliedModders LLC
03 "Admin Menu" (1.2.1) by AlliedModders LLC
04 "Admin Thunder" (1.1) by aNNakin, edit by R3M
05 "Advertisements" (0.5.5) by Tsunami
06 "Anti-Flood" (1.2.1) by AlliedModders LLC
07 "Basic Chat" (1.2.1) by AlliedModders LLC
08 "Basic Comm Control" (1.2.1) by AlliedModders LLC
09 "Basic Commands" (1.2.1) by AlliedModders LLC
10 "Basic Info Triggers" (1.2.1) by AlliedModders LLC
11 "Basic Votes" (1.2.1) by AlliedModders LLC
12 "Client Preferences" (1.2.1) by AlliedModders LLC
13 "Fun Commands" (1.2.1) by AlliedModders LLC
14 "Fun Votes" (1.2.1) by AlliedModders LLC
15 "gameME Plugin" (3.0) by TTS Oetzel & Goerz GmbH
16 "Left 4 Dead Infected Spawner" (1.0) by Fexii
17 "Left 4 Dead Infected Spawner" (1.0) by Fexii
18 "L4DSwitchPlayers" (1.3) by SkyDavid (djromero)
19 "L4D Remove Lobby Reservation" (1.0.0) by Downtown1
20 "L4D_Cloud_Damage" (2.0) by AtomicStryker
21 "L4D Friendly Fire Limit" (1.1.1) by -pk-
22 "Left4Survive" (1.0) by MagnoT
23 "L4D Loading Bug Removal" (2.0.1) by lilDrowOuw
24 "Nextmap" (1.2.1) by AlliedModders LLC
25 "PerkMod" (1.0) by tPoncho
26 "Player Commands" (1.2.1) by AlliedModders LLC
27 "Reserved Slots" (1.2.1) by AlliedModders LLC
28 "SnareSpeak" (1.7) by n0limit
29 "Sound Commands" (1.2.1) by AlliedModders LLC
30 "L4D Vote Manager 2" (1.5.3) by Madcap

Dragonshadow 08-03-2009 21:41

Re: [L4D] Perkmod
 
Quote:

Originally Posted by GrossKopf (Post 889693)
Ok, fantastic mod, but two big bad bugs...

On the last level of the airport (finale), there is no plane crash at the beginning, and the finale never comes. The plane is never fueled up. I can only guess the second part is a result of the first part not happening.

The other thing. I use Left4Downtown. I have my server set to 9 slots. I had a 9th member connect, and when a pubber left, he joined in. He had 2861 health.

I can only assume these bugs are the result of this plugin, as this didn't happen before I put the plugin on the server.

My plugin list:

You've got the infected spawner in there twice lol.

GrossKopf 08-03-2009 21:44

Re: [L4D] Perkmod
 
Quote:

Originally Posted by Dragonshadow (Post 889694)
You've got the infected spawner in there twice lol.

One is the infected spawner and one is the weapons/item spawner but they get listed as the same thing

tPoncho 08-03-2009 22:02

Re: [L4D] Perkmod
 
Thanks for the quick feedback.

The guy who had 2861 health, was he joining in as a survivor or infected? And when he got that health, was it right when he spawned, or after he confirmed perks? Were any tanks active? I don't suppose you remember if anyone had juggernaut, double trouble or unbreakable at that point?

As for the airplane crash scene not happening and the finale not starting... yikes... I'll see what I can do about that.

GrossKopf 08-03-2009 22:20

Re: [L4D] Perkmod
 
I just did a test... removed your mod and I still didn't get the crash.. might have something to do with the mod I have that waits for everyone to join. I don't think I played that map in VS with that mod yet.

For the health issue, he joined the survivors and ended up with that health. One of the suvivors (a pubber) left during the game, so he was spectating and then he joined the survivors. I don't think he got to choose perks. He immediately had the health. No tanks were active. I'm unsure if anyone had those perks you mention.

GrossKopf 08-03-2009 22:32

Re: [L4D] Perkmod
 
Ok, looks very likely that the airplane not crashing thing was the "ready" mod. I removed it and the plane crashed. The only problem I guess is the health. I could just remove Left4Downtown so that I can't get in that situation again, but there's no telling if that will happen if a player leaves mid-game and another takes his place...

tPoncho 08-03-2009 22:34

Re: [L4D] Perkmod
 
Ah ok, thanks again. Gave me a heart attack about the dead air finale, didn't have the faintest clue about how to solve that and I was frantically searching the forums for a solution haha.

As for the health issue, I have some suspicions as to where that might come from, but I'll try setting in max health checks for now. I realize it's really hard to keep track of who has what perk, I was just hoping for a possible lead heh =P

GrossKopf 08-03-2009 22:38

Re: [L4D] Perkmod
 
I just checked the thread for that other mod and indeed, it's a known problem. :) I'll be waiting for an update.. gave you +rep.. love this mod...

tPoncho 08-03-2009 23:20

Re: [L4D] Perkmod
 
Thanks! =) I'll be testing some code that should prevent ridiculous health values like 2861 from cropping up =P but I probably won't be able to get it posted until Wednesday or so, again thanks for testing it out

lekzero 08-04-2009 07:36

Re: [L4D] Perkmod
 
The infected menu don't appear only the survivor menu appears for 2 teams.
The 3K health have some relation with the option to 3K healt for tank (i think you already know that :) ) , I tested put the value "0" and a survivor just spaw with 0 health.
Congratulations, it's a great plugin.
Sorry about the english.

AtomicStryker 08-04-2009 11:03

Re: [L4D] Perkmod
 
6k lines of code ... by all that is unholy and evil o_O

Remmington 08-04-2009 12:46

Re: [L4D] Perkmod
 
Not sure where to post this, however figured you guys may be able to help since this is a mod that requires it. Recently lost my ability to use the 6 7 8 9 0 keys. I had this working with no problem (sm_admin) stuff like that, now however only my 1-5 keys will work for me. I've tried unbinding all and resetting keys to default.

AtomicStryker 08-04-2009 12:53

Re: [L4D] Perkmod
 
Its because L4D doesnt set those by default
PHP Code:

bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9" 

As for the plugin: Its really cool and all - unfortunately it pretty much demands to be the only game-changing plugin. Using so many server CVARS ...

olj 08-04-2009 12:55

Re: [L4D] Perkmod
 
I think someone should make faq thread already about this. bind "6" slot6 (or slot 6, im not sure). add this to config.cfg for each key not working.

GrossKopf 08-04-2009 14:18

Re: [L4D] Perkmod
 
Quote:

Originally Posted by Remmington (Post 890116)
Not sure where to post this, however figured you guys may be able to help since this is a mod that requires it. Recently lost my ability to use the 6 7 8 9 0 keys. I had this working with no problem (sm_admin) stuff like that, now however only my 1-5 keys will work for me. I've tried unbinding all and resetting keys to default.

An easy (and obscure) fix for that is to enable Gamepad in your options, then disable it. Personally, I haven't had the problem, but I have heard of others that did.

GrossKopf 08-04-2009 14:19

Re: [L4D] Perkmod
 
Quote:

Originally Posted by AtomicStryker (Post 890032)
6k lines of code ... by all that is unholy and evil o_O

Sooo.. is it fixed? Is the new version up?

Edhmelus 08-04-2009 17:00

Re: [L4D] Perkmod
 
The problem being:

You probably didnt seperate infected bots and / or Survivor bots.. Thats the first thing I can think about.

Second thing. I have evidence (a demo of zoey having 2,8K or more HP when I switched over to her in a versus campaign.

The problem being: I think its the unbreakable perk. Remove the pure HP boost and make a multiplier out of it i.e.: If you want them to have 130 HP multiplier is 1.3

tPoncho 08-04-2009 19:46

Re: [L4D] Perkmod
 
Thanks for the feedback guys, I apologize for my tardiness on fixing these problems... friend just came in from out of town >_<

@ lekzero: actually, I didn't, so thanks for giving me a lead =) I'm guessing the tank_spawn event isn't being as reliable as I originally assumed, so I'll throw in some more checks before it does anything drastic like giving 3000 health =P and a survivor spawned with zero health? o_O

Also, about the menu only showing survivor perks for both teams in versus... I assumed the HookConVarChange for mp_gamemode woulda picked up changes when a group joins in the server or something, but I guess not. I'll put in some code to check every round start, hopefully that'll fix it...

@ Remmington: you know, when I tested this mod with a few friends way back in earlier development, he kept saying he couldn't hit 6 or 7 on the menu, and I just thought he was being an idiot =P I think I'll add in help text in the menu when I get a chance.

@ Edhmelus: Yeah, I originally didn't do any team checks for the tank_spawn event and the apply juggernaut hp function, so I'm guessing that's our problem there. I don't suspect unbreakable being a problem, but I've written a draft with max health checks anytime someone's health is being modified, so hopefully that'll stop any bugs I haven't debugged from being a game-breaker =P we'll still have to hunt those down though

@ AtomicStryker: Yeah... =P My original plan was for something small, but then something as small as having a damage add turns out to need a bunch of checks and conditions to prevent insta-gibbing (ie, not going from 1 hp to incapped but instead just dying outright), plus I think the menu code takes up a fair bit on its own. Man I hated coding for the menu, so tedious =.=

After I finish the update I'm gonna hafta do a quick test run-through myself to make sure I haven't broken anything in the process, because invariably I break something whenever I try to fix something else ;) I'll post it up late tonight, maybe after midnight, sorry guys

GrossKopf 08-04-2009 20:19

Re: [L4D] Perkmod
 
Quote:

Originally Posted by tPoncho (Post 890415)
Also, about the menu only showing survivor perks for both teams in versus... I assumed the HookConVarChange for mp_gamemode woulda picked up changes when a group joins in the server or something, but I guess not. I'll put in some code to check every round start, hopefully that'll fix it...

I played a full campaign of VS with this mod yesterday and didn't see this problem.

Other than what's been mentioned, I haven't found any other bugs.. played a full campaign in VS and CoOp...

lekzero 08-04-2009 20:20

Re: [L4D] Perkmod
 
Becouse in this case I change the value in g_iJuggernaut_hp from 3000 to 0, hehehe. Your plugin its a success, I took the liberty of disabling some Perks.
I'm glad to help :)

Quote:

Originally Posted by tPoncho (Post 890415)
@ lekzero: actually, I didn't, so thanks for giving me a lead =) I'm guessing the tank_spawn event isn't being as reliable as I originally assumed, so I'll throw in some more checks before it does anything drastic like giving 3000 health =P and a survivor spawned with zero health? o_O


lekzero 08-04-2009 20:27

Re: [L4D] Perkmod
 
I using the l4downtown extension (my server it's a VS 3 x 3...) , I gonna test without l4downtown and report.
Report: I disable l4downtown and nothing change, GrossKop (below) you are right.

Quote:

Originally Posted by GrossKopf (Post 890439)
I played a full campaign of VS with this mod yesterday and didn't see this problem.

Other than what's been mentioned, I haven't found any other bugs.. played a full campaign in VS and CoOp...


GrossKopf 08-04-2009 20:40

Re: [L4D] Perkmod
 
Quote:

Originally Posted by lekzero (Post 890445)
I using the l4downtown extension (my server it's a VS 3 x 3...) , I gonna test without l4downtown and report.

Works fine with Left4Downtown. Not sure how it works with more than 4v4 though because I haven't tested that. I only run L4Downtown so I can have an extra slot to join my server and kick a pubber if I want to play.

Rocket-Dog 08-04-2009 23:19

Re: [L4D] Perkmod
 
tPoncho,

Really great plugin! Menu works great and very creative perks. A help menu would be awesome because a lot of people do not have their 6 - 0 keys bound and/or do not know how to enable console.

Haven't seen too many issues/bugs while running this otherwise than the learning curve associated with the perks and menus. We've only tested this on Versus so far, but it's worked really well for us so far at least.

One request would be if there is a way to exit the menu with the "1" key or simply have it fade out after a pre-determined time. Some users whom did not have slot 6 - 0 bound had to play the entire map with the menu activated. LOL'd at them and tried to walk them through console and binding slots, but some simply can't be helped. Found a work-around with advertisements to occasionally put messages in Menu instead of Say.

Also, how do you disable perks? I only found CVARs to edit the perks, not disable them completely. Am I missing something?

Error logs had this error spammed once for the Martial Artist perk. Restarted the server and have not seen the error, or any error message for that matter, since.

Quote:

[SM] Displaying call stack trace for plugin "Perkmod.smx":
[SM] [0] Line 4098, /home/groups/alliedmodders/forums/files/5/7/8/4/3/46829.attach::MA_ResetFatigue()
[SM] [1] Line 1895, /home/groups/alliedmodders/forums/files/5/7/8/4/3/46829.attach::TimerPerks()
[SM] Native "SetEntData" reported: Entity 2 is invalid
Thanks again for a terrific plugin and keep up the good work!!

GrossKopf 08-05-2009 04:01

Re: [L4D] Perkmod
 
I'm not sure why some people have that problem with the 6 to 0 keys. I never did anything special and the keys have always worked for me, but as I posted, a (strange, but...) workaround is to have them to into options, enable and then disable game pad, then the keys will work. I learned this from the Survivor Upgrades plugin.

tPoncho 08-05-2009 04:07

Re: [L4D] Perkmod
 
@ Rocket-Dog: Glad you're enjoying the plugin! =) It never occurred to me that some don't want to bother with perks and having to deal with a menu, or, more importantly, don't have 6-10 bound. I think I might have to rework the menu to allow a "select default perks and play NOW!" option and stuff... although I'm at a bit of a loss for the primary survivor perks selection - there's 6 perks to choose from o_O and it seems a bit annoying for players to have to split those into two menus.

I also didn't think of admins wanting to disable some perks, so I'll have to add that in later. Right now I'm going to try to address the health bug, and then for the next release I'll try and come up with a better menu and allow admins to disable perks. As for the error you got, I think it's harmless but I'll address it so the error log doesn't get spammed =P Expect a release in an hour or two that should (hopefully) address the health issue.

Whosat 08-05-2009 04:11

Re: [L4D] Perkmod
 
Whoah. Whoah. Must have taken quite a bit of time getting this plugin up man!

Kudos to you! :)

tPoncho 08-05-2009 06:39

Re: [L4D] Perkmod
 
Thanks! =)

Ugh, as I expected, I managed to completely break something else while trying to fix the health issue... Double Trouble stopped spawning the second tank =/ getting pretty late, so I'll leave it till tomorrow after I wake up (wednesday)

triggerman 08-05-2009 11:32

Re: [L4D] Perkmod
 
Quote:

self-reviving with the Spirit perk resets the 3-knockdown-death rule, which can make that perk rather overpowering... and I have no idea how to revive a player without either massively screwing up the game (setting m_isIncapacitated to 0 revives them... but they can't move! and they have no gun!) or using 'give health' through the console.
have you tried putting "revive" in console?

Whosat 08-05-2009 11:35

Re: [L4D] Perkmod
 
Hmm I know give health gets them back up with 100 hp.

triggerman 08-05-2009 12:58

Re: [L4D] Perkmod
 
"revive" gets them as if another survivor helped them. it takes the regular amount of time, gives the 30 temp health and can also be interrupted by zombies. also coincides with the 3 strike rule. so that should be perfect for what hes doing id assume.

Rocket-Dog 08-05-2009 13:11

Re: [L4D] Perkmod
 
tPoncho,

Yeah, some people just want to run and gun as soon as they spawn and couldn’t be arsekd to make menu selections.

I’m of two minds of this. On the one hand, F’em if they don’t want to take a second to stop and think—they play without perks and that’s that. On the other, it would be more fair if they could just hit one button and go. That way they're at least playing with some perks.

It doesn’t need to be a number key, if that messes up your menu (which we really like, BTW), just a key everyone has access to which isn’t widely used, like the “P” key or something. Whatever you decide, the menu layout works well, so if adding an additional item causes too much head-ache/disorganization, don't worry about it. :)

I wasn’t really concerned with the error codes associated with Martial Artist perk. They seemed harmless. Just wanted to let you know they came up so you know what’s going on in the wild, so to speak.

As far as the 6 – 0 keys being bound, I wouldn’t worry about it. The intent of your plugin isn’t to teach them how to use their game, it’s to allow them to maximize their game. I see it as my responsibility as the Server OP to provide guidance through the MOTD and server advertisements. A help menu would be nice, but the more I think about it, unnecessary.

@Grosskopf: Brilliant workaround with gamepad enable/disable trick! Much easier to walk people through rather than having them enable console, then bind keys. Thanks for the pro-tip! :)


Also, realized on my first post I didn’t go through and list off what worked really well in your plugin. For what it's worth, here’s what we at The Pound wanted to give you props on:
  • All of the perks. They are well thought out and very creative. Though, some conflict with our server set-up (we always allow survivor crawling, though the plugin appears to disable this unless they choose the perk). Very small price to pay for an amazing plugin, but it would be nice if this could be configured or disabled.
  • Your perk choices follow you forward through each round. We really appreciated that we did not have to go back and re-configure perks on each round change, simply re-confirm. It’s a small thing, but it left a positive impression.
  • Confirm perks to use them. Folks will always struggle with confirming because they just want to run and gun, but we thought it was prudent to confirm so there is no abuse. Also, it makes them stop and pay attention at the beginning of the round.
  • Confirm perks at each round start. We noticed Survivors only took Survivor perks, and Infected only Infected. While we encouraged them to choose all their perks up front so they're always ready to go, confirming at each round start gives them that second opportunity they need.
  • Menus and descriptions. Again, something taken for granted but we were impressed with the GUI, the descriptions, and the organization and flow. From a design POV, it all made sense to us and was easy to follow and use. The descriptions and instructions are spot on, too. Well done!!
  • The ability to customize and give perks. This is part-and-parcel with the plugin, however it can’t be said enough how awesome it is to have these options.
Thanks and take care!

tPoncho 08-05-2009 17:35

Re: [L4D] Perkmod
 
Update! Hopefully the health bug won't rear its ugly head again... but one can only hope =P and I think I un-broke Double Trouble, and managed to fix a small bug with Double Tap not working when someone with the perk switches from infected to survivors.

@ Rocket-Dog: thanks for the feedback! Helps me get a better idea of what to keep and what to improve on =)

Well, at this point I'm going to start rebuilding the menu to accommodate changes - namely, to allow admins to set which perks are allowed or disallowed - so I may take this opportunity to rework the menu as well, maybe add in an initial "choose perks or play NOW!" menu. And I'll definitely slip in an option to make the plugin not touch the survivor crawling cvar =)

@ triggerman and Whosat: hmmm, I actually didn't know about the "revive" command, but one of the main ideas I had for Spirit was to instantly revive... I mostly had Versus in mind when I was designing this plugin, so I thought it'd be cool to have a oh-CRAP perk that potentially saves your team from a wipe by insta-reviving yourself right when your last teammate gets incapped. Right now, the plugin uses the "give health" command, followed by removing the health and giving temp health, but... I dunno, maybe taking off the cooldown timer and just self-reviving every time there's another guy down would be balanced by the fact that the 3-knockdown rule is being obeyed. OR... maybe write in both and let the admin decide =P Thoughts?

Edhmelus 08-05-2009 18:49

Re: [L4D] Perkmod
 
For helpers..

You should record what you change
You should add a version number so everyone knows if its new or not as I am not SURE right now if you already uploaded the new perkmod without the healthbug or not!
And you should make some kinda update history

1.0 Release..
1.1 Fixed Juggernaut exploiting bots to have irregular health even if not being tank.

tPoncho 08-05-2009 19:12

Re: [L4D] Perkmod
 
I have an update history on my first post, or at least it shows it for me... I just upload the latest version and remove earlier versions, although if you'd like I can include older versions as well.

Edhmelus 08-05-2009 19:16

Re: [L4D] Perkmod
 
Quote:

Originally Posted by tPoncho (Post 891215)
I have an update history on my first post, or at least it shows it for me... I just upload the latest version and remove earlier versions, although if you'd like I can include older versions as well.


Doesnt show to me/us *Shrug* Would be nice.


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