[L4D / L4D2] Anti-Rush System (Reloaded) | 1.82 [Final] : Jan. 30, 2019 |
8 Attachment(s)
Description:
Nowadays, players tend to rush all the way through maps while leaving their teammates behind and that is not good since the purpose of playing the game is completing every campaign through teamwork. As what the plugin title states, I have created a way to prevent this from happening. What this plugin simply does is locks the starting saferoom doors tight, rendering the player's "+use" command (E) useless. Since most of the campaigns (stocks and customs alike) do not have starting saferoom doors in the first map, this plugin creates solid entities that will act as a barricade or block in order for the survivors (and infected if Versus) prepare themselves. Due to an oversight, there are some players that unintentionally joins far more later than the others. The reasons may vary but the most common one is problem with internet connection. I assure you I have it covered. ConVars:
Commands: (For development/testing purposes only)
(These are only applicable if there are still players loading.)
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Changelog: 09-20-2018 X First release. 09-25-2018 + Harmless bugs fixed. + Anti-door block to prevent some well-known exploits. 09-28-2018 + Critical bugs fixed. + Proper checking for "m_iGlowType" netprop in the include file. + Proper checking for custom saferoom door models in the config file. 01-21-2019 + Special infected can now pass through the path blocks. Yay! + Stopped the countdown timer from continuing any further during map changes. 01-22-2019 + Optimized the path blocking code. + Added a new section named "IsSolid" in the config file to toggle which type of path block should be used. + All starting saferoom doors are now detected by the plugin again. 01-23-2019 + Fixed the player check of the countdown timer. + Added new section "NeedsRotate" in the config file to prevent the new path blocking procedure from bugging out. (Has no effect if "IsSolid" is set to 1). + Common infected blocking the starting saferoom doors when opening them now dies. + Improved saferoom door locking procedure. (Now it can be opened once to prevent an exploit.) + Fixed the loop being incorrect when checking the config file. 01-25-2019 + No more misleading notifications. + L4D version now available + Starting saferoom doors will now stay open after being opened. 01-30-2019 + Prevented system from bugging out when changing or restarting campaigns. X Final release. |
Re: [L4D/L4D2] Anti-Rush System
Thanks for your work!
But, i noticed 2 bugs: #1 Bots rushing out even timer is not over #2 I set the timer to 40. After ~ 20 seconds the timer will force to 0. |
Re: [L4D/L4D2] Anti-Rush System
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#1 Set "sb_unstick" to 0 to prevent bots teleporting. #2 Hmmm, strange. I've never encountered this bug before. What game you play? L4D or L4D2? EDIT: Ahh, someone or the bots rushing out as you say must have left the saferoom while timer is ongoing. Yup, it does that when players leave. EDIT 2: Don't change timer if you're currently playing. It will mess up the plugin. Hmm, I'll plan to add HookConVarChange to prevent that. |
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So, its not a solution for me. Edit: Okay, i fixed it myself with "sb_move". But i found a other bug, the Roundtwo cooldown does not affect. |
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Can't get the plugin for l4d2. "Plugin failed to compile!" :(
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Re: [L4D/L4D2] Anti-Rush System
Hello!
Wrong door on the Death tool map, last chapter in coop mode. :) http://i.imgur.com/FA0rtxK.jpg |
Re: [L4D/L4D2] Anti-Rush System
FIXES:
TO DO:
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Re: [L4D/L4D2] Anti-Rush System
Reuploaded L4D2 plugin. Now consists of the following recently added custom campaigns:
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Re: [L4D/L4D2] Anti-Rush System
Again, another set of custom campaigns have been added:
And of course, reuploaded l4d2 plugin again. |
Re: [L4D/L4D2] Anti-Rush System
Incoming custom campaigns in the way!!
All WORKING CCs will be included and added in the future. |
Re: [L4D/L4D2] Anti-Rush System
Many of you don't know this but I'm currently working on blocking the path on the first maps with this plugin. Well, as much as shocking as I got, I successfully implemented it for the 1st time REALLY but only on Dead Center. Don't believe me, see the attached images in the first post.
EDIT: Now if anyone is nice to aid to me, can you please list models that can serve as path blockers? I'll really appreciate your help. |
Re: [L4D/L4D2] Anti-Rush System
3 Attachment(s)
So far, it seems that the implemented function is working properly. Check out the screenshots below, they're taken in Orange Onslaught (custom campaign). I'm planning to release this once I finish blocking all the first maps path and put a block on the post where you jump over the fence in Death Toll.
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Re: [L4D/L4D2] Anti-Rush System
Majorly updated to 5.5:
==> First post edited. ==> Still planning to add all stock campaigns as well as the custom ones too. |
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Edit: Swamp Fever, Dark Carnival seems ok. |
Re: [L4D/L4D2] Anti-Rush System
L4D2 reuploaded:
==> Fixed bugs where fence models would not appear because they're not precached before clients enter servers. ==> Stock campaigns added and with screenshots. (Sorry if all I used are street barricades) |
Re: [L4D/L4D2] Anti-Rush System
So i tested on all maps. (Btw i like the street barricades.)
Blood Harvest - I didn't see any block. Dead Air - No block. The Parish - Working fine, but you can still go out on left and right. The Sacrifice - Working, but you can go out on the boat. No Mercy - Working, but the another way is not blocked. Death Tool - Didn't see any block. The others maps a working fine. :) Btw i still have this: Quote:
I can show screensshots, if its easyer for you. :) |
Re: [L4D/L4D2] Anti-Rush System
Yup, it's normal because of late model precaching. I'm still working to find the right places to put path blocks and this time, find other models to use as fences.
EDIT: I'm gonna change the models for The Parish and The Sacrifice as I found one which suits to block the path. |
Re: [L4D/L4D2] Anti-Rush System
I think i found an another problem. (Or not.) :|
Example: On Dead Center, human infected can't go through the block in ghost mode to find a good spot before the block time is over. |
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Hmm it's possible to use infected models as blocks? Maybe a tank? I think human infected can go trough in ghost mode. I'm not 100% sure, just an idea. |
Re: [L4D/L4D2] Anti-Rush System
Hmm, I just had a temporary idea. I will teleport all infected players just few distances away from the path blockers. What Versus server do you host? Normal 4vs4 or extended 4+vs4+?
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Btw i like the teleport idea, that was the second thing i was thinking. :) |
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can u tell me how fix this any commands ? |
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There's no block at the start of DeathToll , and its showing as ERROR at the start of DeadAir
except that its fine on all maps |
Re: [L4D/L4D2] Anti-Rush System
Hey, I don't know if you are still working on this one but there are some annoying issues regarding coop mode. Everything works well in versus, doors lock right and path gets blocked and then freed. In coop mode howerver doors still lock and unlock but path doesn't get removed after its spawn and there also isn't any countdown. The only way to remove it is by using the command sm_unlockall. I have tried other similar plugins and this is surely the best one but could you take a look at this issue? It would be nice if you had just made a version without the path block at least.
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Re: [L4D/L4D2] Anti-Rush System
Instead of blocking the path during pre-game, why not just freeze all players in place on the first map of campaigns, and just lock them into the safe area during all other maps?
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Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
A big overhaul has been made! Kindly read the main post!
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Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
Any feedbacks/suggestions/comments would be appreciated in order to maintain this plugin's stability.
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Re: [L4D2] Anti-Rush System (Reloaded) | 1.65 : Sept. 25, 2018 |
A minor update has been posted! Kindly check the bugs section for more details.
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Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
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Re: [L4D2] Anti-Rush System (Reloaded) | 1.65 : Sept. 25, 2018 |
So like I said, the saferoom block doesn't work everytime. Some saferooms work, some others don't. Dead center saferooms for example work except for the last one. I also found that if you change map through a vote during the saferoom door open timer, the timer will still be there when next map is loaded and it will crash server after 3 seconds.
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Re: [L4D2] Anti-Rush System (Reloaded) | 1.66 : Sept. 28, 2018 |
A minor update has been posted! Kindly check the bugs and changelog sections for more details!
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