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-   -   [L4D / L4D2] Anti-Rush System (Reloaded) | 1.82 [Final] : Jan. 30, 2019 | (https://forums.alliedmods.net/showthread.php?t=281374)

cravenge 04-09-2016 23:00

[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:
  • anti-rush_system-l4d(2)_version (Default: 1.82)
    |Version of the plugin.|
  • ars-l4d(2)_duration_1st [15.0 - 60.0] (Default: 30.0)
    |Time needed to elapse before the barricades are taken down or the saferoom doors are unlocked. *This is the default for non-competitive game-modes such as Coop and Realism.*|
  • ars-l4d(2)_duration_2nd [15.0 - 60.0] (Default: 30.0)
    |Time needed to elapse before the barricades are taken down or the saferoom doors are unlocked in the second round of Versus.|
  • anti-rush_system-l4d(2)_notify [0 / 1] (Default: 1)
    |Enable/disable notifications from the plugin? *By default, if it is enabled, survivors will be notified once the countdown reaches 5 seconds.*|

Commands:

(For development/testing purposes only)
  • sm_lock (Root access only)
    - Barricades the freed path or locks the saferoom door immediately.
  • sm_unlock (Root access only)
    - Clears the blocked path or unlocks the saferoom door immediately.

(These are only applicable if there are still players loading.)
  • sm_ready
    - Changes the command user's state to "Ready".
  • sm_unready
    - Changes the command user's state to "Not Ready".
  • sm_allready (Admin/VIP accesses only)
    - Forces all survivors' state to change into "Ready".
  • sm_allunready (Admin/VIP accesses only)
    - Forces all survivors' state to change into "Not Ready".

Bugs:
  1. int "GetConnectingCount()" includes bots while counting.
  2. int GetSaferoomDoor() begins to loop after a mission lost.
  3. Abnormal behavior of starting saferoom door locking procedure.
  4. Clients crashing to desktop due to the countdown timer still ongoing during map changes.
  5. Countdown going into a pause state due to new clients joining.

Installation:
  1. Place the .smx file in SourceMod's plugin folder.

    (If reconfiguring, get the .sp file and place it in SourceMod's scripting folder. For the .inc file, place it in the include folder found inside.)
  2. Place the .cfg file in SourceMod's data folder.
  3. (Recommended) Get the .zip archive which contains the HL2 models. Unzip it and place the contents in Left 4 Dead (2)'s left4dead(2) folder.

    (Remember to let the clients download them on their first join, in case they do not have them yet, if you're running a dedicated server.)
  4. (Recommended) Get the Stripper configs from the other .zip archive. Unzip then place them in Stripper's maps folder.

To Do:
  1. Add support for first maps of custom campaigns and starting saferoom doors with custom models. (1% done)
  2. Exclude AFK players from being counted as human survivors.

Notes:
  • If you set the timer values to something like 25.3 or 43.5, it will get rounded up/down to 25 or 44 respectively.
  • Some of the models used for path blocks are from Half-Life 2. They can be downloaded below along with the plugin.
  • You do not need to configure Stripper any more. The plugin has a feature which can automatically detect starting saferoom doors.
  • In the case of players not knowing what is happening, they will be notified every 10 seconds that there is a way they can start the countdown immediately while others are still loading.

    If they failed to comply, no worries since there is an "invisible" counter for failed checks applied in the background. By default, the countdown will commence after 60 failed checks. Be warned, though, that the counter will reset every time one of the loading players fully joins the game.

FAQ:
  1. The plugin does not work!
    - Kindly explain as to how the plugin failed to operate. I cannot help you if you do not provide any specific details.
  2. I just found a bug but I don't know how to report it.
    - It is simple. Please do not hesitate to post them here. If your report becomes unattended, you can PM me since I tend to be busy nowadays.
  3. This is just similar to [L4D] Loading Bug Removal / Door Lock.
    - Well, in a way, but I am not one to judge. You can freely choose whether to use either one of them, both, or neither.
  4. Some players are able to start the round early while the path is blocked. Why is that?
    - It is because Valve decided to f*** up and placed invisible entities that trigger the "Survivors have left the safe area..." state.
    - Do not worry for I have included some Stripper configs below to prevent that from happening.
  5. There are no path blocks in custom campaigns!
    - Like I said, be patient. There is no need to rush. It takes time to get the precise coordinates and using the right model.
    - You can speed up the progress by contributing which means you can provide the coordinates and the map name through PM and I will determine the appropriate model(s) to use as path block(s).
  6. Why do I see ERROR models in L4D?
    - It is because you need the latest L4D2 Addons Support for L4D, which can be found in any of the most recently updated ports of L4D2 maps in the GameMaps website.

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.

noxman 04-11-2016 14:54

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.

cravenge 04-11-2016 23:27

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by noxman (Post 2410163)
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.

Easy fix for that:
#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.

noxman 04-13-2016 11:25

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2410301)
Easy fix for that:
#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.

Yes, with "sb_unstick 0" the problem #1 is solved. But, bots gets stuck at the middle of the map.
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.

cravenge 04-13-2016 21:52

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by noxman (Post 2410712)
Yes, with "sb_unstick 0" the problem #1 is solved. But, bots gets stuck at the middle of the map.
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.

Hmmm, are you sure you're not running other plugins that conflicts with this one? It works fine for me. Please give me the list of all your plugins.

KasperH 04-17-2016 06:29

Re: [L4D/L4D2] Anti-Rush System
 
Can't get the plugin for l4d2. "Plugin failed to compile!" :(

cravenge 04-17-2016 07:48

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by KasperH (Post 2411791)
Can't get the plugin for l4d2. "Plugin failed to compile!" :(

Oops, forgot that you must get the .sp file because it will fail as it requires glow.inc which I attached after posting it for the first time.

KasperH 04-17-2016 09:35

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2411807)
Oops, forgot that you must get the .sp file because it will fail as it requires glow.inc which I attached after posting it for the first time.

Oh figured out now! Works great! You can forget that PM know. :D Thx!

noxman 04-19-2016 18:46

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2410884)
Hmmm, are you sure you're not running other plugins that conflicts with this one? It works fine for me. Please give me the list of all your plugins.

I removed all other 3rd party plugins, but still doenst work.

cravenge 04-19-2016 20:54

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by noxman (Post 2412489)
I removed all other 3rd party plugins, but still doenst work.

What game are you playing? I tried both of them because I bought two games and they work fine. Please write the errors you get so it can be fixed.

KasperH 05-02-2016 10:37

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

cravenge 05-02-2016 11:34

Re: [L4D/L4D2] Anti-Rush System
 
FIXES:
  • Now the saferoom door HammerID of Death Toll finale corrected.

TO DO:
  1. Take some code snippets from the Anti-Rush plugin.
  2. Use fence models as path blocks for first maps for a complete anti-early round start.

cravenge 05-04-2016 03:20

Re: [L4D/L4D2] Anti-Rush System
 
Reuploaded L4D2 plugin. Now consists of the following recently added custom campaigns:
  1. Carried Off, Lost, and Precinct 84
  2. Dead High School, Big Wat
  3. Gas Fever, Dark Blood 2
  4. Left 4 Mario, Left 4 Cake 2
  5. City 17, Cold Stream Night
  6. Death Toll Modified, Pasiri
  7. Gone In 60 Smokers, Death Stop
  8. Welcome To Hell

cravenge 05-05-2016 04:14

Re: [L4D/L4D2] Anti-Rush System
 
Again, another set of custom campaigns have been added:
  1. Blood Proof, Cold Fear 2
  2. Crash Course Modified, Dead On Time 2
  3. Heaven Can Wait 2, Hellish Journey (with L4D2 survivors, later L4D1 survivors)
  4. Arena Of The Dead 2, and No Mercy Modified
  5. Death Hour

And of course, reuploaded l4d2 plugin again.

cravenge 05-06-2016 05:12

Re: [L4D/L4D2] Anti-Rush System
 
Incoming custom campaigns in the way!!
  1. Urban Flight
  2. Orange Onslaught
  3. True Fangshi
  4. Die Screaming II
  5. Freezer Burn
  6. Cape Murder 2

All WORKING CCs will be included and added in the future.

cravenge 05-08-2016 08:06

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.

cravenge 05-09-2016 04:34

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.

cravenge 05-12-2016 11:27

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.

KasperH 05-12-2016 13:32

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

prop prop_dynamic_override at 0 0 0 missing modelname
prop prop_dynamic_override at 0 0 0 missing modelname
The server cmd shows this. Not working on Dead Center, blocked forever for me. :)

Edit: Swamp Fever, Dark Carnival seems ok.

cravenge 05-13-2016 01:19

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)

KasperH 05-13-2016 06:45

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:

prop prop_dynamic_override at 0 0 0 missing modelname
prop prop_dynamic_override at 0 0 0 missing modelname
Or this is normal?

I can show screensshots, if its easyer for you. :)

cravenge 05-13-2016 08:21

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.

KasperH 05-13-2016 11:53

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.

cravenge 05-13-2016 23:44

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by KasperH (Post 2418765)
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.

Oh, that's right. Funny you mentioned that as it was in my to do list. Hmmm, I think you better download this addon because some of the models I'm trying to use are from there. I know it's a big file but if you don't want to, I won't judge and just make another replicate plugin that uses models from the game only.

KasperH 05-14-2016 08:49

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2418870)
Oh, that's right. Funny you mentioned that as it was in my to do list. Hmmm, I think you better download this addon because some of the models I'm trying to use are from there. I know it's a big file but if you don't want to, I won't judge and just make another replicate plugin that uses models from the game only.

Yeah, it's not small. :D What about the players who joins the server?
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.

cravenge 05-14-2016 09:20

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+?

KasperH 05-14-2016 12:03

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2418925)
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+?

Normal, ppl always ragequit if they see ready up, advertisement...etc, so we only have background/invisible plugins. Or test it if they rage or not, luckily they don't quit when they see the anti-rush, or little things like Cannounce :D

Btw i like the teleport idea, that was the second thing i was thinking. :)

cravenge 05-14-2016 12:11

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by KasperH (Post 2418954)
Normal, ppl always ragequit if they see ready up, advertisement...etc, so we only have background/invisible plugins. Or test it if they rage or not, luckily they don't quit when they see the anti-rush, or little things like Cannounce :D

Btw i like the teleport idea, that was the second thing i was thinking. :)

I'll be working on it after half-time job.

eziosid 10-30-2017 02:02

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2445787)
Successfully added DT and BH path blocks.

hello c10m1_caves paths are missing and the greenhouse path is replaced with ERROR text thx plz fix this

can u tell me how fix this

any commands ?

eziosid 11-15-2017 23:05

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by cravenge (Post 2445787)
Successfully added DT and BH path blocks.

can plz check again cave and greenhouse path still missing plz add those thank you

AcexD 02-10-2018 12:28

Re: [L4D/L4D2] Anti-Rush System
 
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

Alex101192 08-27-2018 06:04

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.

Skyy 08-28-2018 08:43

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?

Alex101192 08-30-2018 00:44

Re: [L4D/L4D2] Anti-Rush System
 
Quote:

Originally Posted by Skyy (Post 2612554)
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?

Ready up already blocks people when starting game. It's ok but sometimes people don't realize what's going on and start shooting at other survivors or quit. Having a path blocking the way with a countdown is cooler and it's also a lot easier for people to figure out that there is a countdown. The problem with this is that you have the put the path blocks in every map and they can also prevent infecteds ghost to get to other side. Now regarding that coop bug I think it fixes itself if you also put the lockdown system which is made by the same author. However while you fix one thing you also break other things with that like door closing not ending level, door not opening and tank said to be alive when it's not. He made the coolest plugins in there, it's a shame they can't be enjoyed because of gamebreaking bugs.

cravenge 09-20-2018 01:26

Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
 
A big overhaul has been made! Kindly read the main post!

cravenge 09-21-2018 06:59

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.

cravenge 09-25-2018 05:49

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.

Alex101192 09-25-2018 17:24

Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
 
Quote:

Originally Posted by cravenge (Post 2616147)
Any feedbacks/suggestions/comments would be appreciated in order to maintain this plugin's stability.

I noticed that path gets now removed in coop with no problems, at least in the parish. However I noticed that some custom maps don't have functioning saferoom doors block. There isn't even a message door but it says path blocked, even though it's not the start of the map. In maps like City 17 however saferoom door lock works good. Valve maps seem to go well, at least those I have played. Can you tell me how to get the coordinates to put blocks in custom maps? I'd like to help with that. Do you do that with hammer?

Alex101192 09-26-2018 13:54

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.

cravenge 09-28-2018 04:13

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!

Quote:

Originally Posted by Alex101192 (Post 2616771)
...

Yes, Hammer is what I am using to get accurate coordinates.


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