[L4D1/2] bebop - additional coop players (20+ players possible)
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hi there.
This is my first submission here :o and i hope you guys like it :) DESCRIPTION bebop auto handles the spawning and kicking of bots when a client enters or leaves the server that is needed make additional players in coop mode possible. INFORMATION - the plugin does only handle coop mode. - spawns a bot when a client is entering the game - kicks a bot when a client disconnects - it will deactivate it's functions when the gamemode is changed to non coop. - it will activate when it got changed back to coop again. there is only 1 cvar, bebop_version, which tells the current version. you need another mod that allows to set the playerlimit on a server and removes the human survivor limit. if you want to use connecting though lobby and connecting through the +connect command you need another mod that removes the lobby reservation. if you're server is runnin on windows i'd suggest to use L4DToolz. its available for l4d1 and l4d2. grab l4dtoolz here: http://forums.alliedmods.net/showthread.php?t=93600 when using l4dtoolz you only need to add the following stuff to your server.cfg Code:
sv_maxplayers "whateveryouwant" for example: if you want bebop to manage 8 human survivor players you have to set sv_maxplayers "8" LINUX DEDICATED SERVER USERS Big thanks to chickenside!!! for this awesome tutorial about how to get this running on linux. Read here -> http://forums.alliedmods.net/showpos...7&postcount=33 INSTALLATION - download l4dtoolz (or any other plugin that does the stuff i described further) - set l4dtools cvars in your server.cfg (see INFORMATION) - download bebop and compile - put it to the sourcemod plugin dir - restart server or change map ("sm plugins refresh / load" wont work when there is any human player connected to the server) - youre done KNOWN BUGS - when one of the first 4 survivors that entered the game disconnects andt he number of active players is above 5 (sometimes) only 3 players appear when you press tab - when one of the first 4 survivors that entered the game presses the "take a break" button or gehts afk the l4d jointeam panel is shown ADDITIONAL INFO i'd suggest you to enhance the difficulty in your server.cfg have a look at the following cvars if you want to: Code:
z_mob_population_density when you want to compile yourself theres a #define that is called LOG_ENABLE. set it to false and recompile if you want no logging. the plugin is still beta status thats why i recommend you to activate the logging for a better bug report when weird shit happens. the log is stored in addons\sourcemod\logs THANKS: - to Kaiser who helped me testing alot :-) - thx to all other coders of plugins especially Jerrith and Whosat, their neat sources really got me into sourcemod would be nice to have some feedback best regards ~frool CHANGELOG ********************************************* ***********/ * -> 0.1 beta * ----------- * - initial release * * -> 0.2 beta * ----------- * - FIXED BUG: where bebop unnhooks events twice when changing from non coop gamemode to another non coop gamemode * * - FIXED BUG: in l4d1 mp_gamemode cvar flag got set to protected because it is not protected by default like in l4d1 * ********************************************* ***********/ |
Re: [L4D(1)/2] bebop - unlimited player coop
Could you explain the auto spawn of bots? I have been trying to do this for my plugin for awhile now. I had it working once then it stopped for some reason and I have been unable to do it again. Say I want to start with the normal 4 survivors and have 8 as my max. Would this plugin add a bot when a 5th human player comes in?
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Re: [L4D(1)/2] bebop - unlimited player coop
Tested, it works fine. There is a prob, I set the maxplayers to 5, and the plugin will not spawn a bot for the 5th additional slot. Also, if there r 5 human players and 1 man leave, then only 4 human players left, and no bot will be added.
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Re: [L4D(1)/2] bebop - unlimited player coop
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Can you paste me the log and the players name in the log when this did happen? Also did you test L4D1 or L4D2 ?. because i've already spotted a bug regarding l4d1. will be fixed when i got home today. Note: If you set maxplayers to 5 then the pluginwill only add an additional bot when a human joins the game and activates. Also youre su're that you are running l4dtools? |
Re: [L4D(1)/2] bebop - unlimited player coop
I am running a Linux server and cannot install L4DToolz. Will this work with the Left4Downtown mod?
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Re: [L4D(1)/2] bebop - unlimited player coop
Yes. its compatible with any mod that allows you to removes the 4 player slot limit, the survivorlimit and the lobby reservation.
currently its not working with l4d1 because the mp_gamemode convar is not protected in l4d1. also theres a bug where the plugin tries to unhook events twice when changing from a NON coop gamemode to another NON coop gamemode. will be fixed when i got home from work |
Re: [L4D(1)/2] bebop - unlimited player coop
Great, looking forward to getting this running. I'll post results.
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Re: [L4D2] bebop - unlimited player coop
ok i updated the plugin.
should work fine on l4d1 now. |
Re: [L4D(1)/2] bebop - unlimited player coop
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Re: [L4D(1)/2] bebop - unlimited player coop
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In the L4Downtown thread, it is mentioned that if lobby unreserve is active, lobby joining does not work at all. From that I gather that if you want >4 players (coop) in your server, that ALL of them have to join the server manualy, or through steam groups. (lobby unreserve is really not needed then, since if you never create a lobby in the first place, there is no reservation to remove). I used to meet up in lobby with the first 4, start game through lobby, then go from there for >4. This apparently doesn't work with the current version of L4Downtown in l4d2. Although I did have this working with L4Downtown in L4D1. (linux) If this has been fixed since then, I didn't see mention of it in the thread. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
This plugin is working as advertised with L4D2 on a Linux dedicated, running the L4Downtown mod instead of L4DToolz. I'm set with -maxplayers of 8 and had a 5th coop player connect and his bot was successfully kicked when he left. Great plugin! Thanks!
I'm running:
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
Im going to try this right now on L4DMods 18, if this works then you are awesome.
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
Great to hear its working as it should :mrgreen:
Thanks for your report chickenside. I updated the main post. Also if you spot any bugs please let me know and i'll se what i can do! |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
This worked perfectly thank you so much.
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
It worked for me on a linux server with the linux version of l4dtoolz.
The only complaint I have really has nothing to do with this plugin. We started a friends only lobby, and launched into game. Then we got 1 or 2 more friends in game. Plugin properly spawned bots and it was all good. Then we started getting lots of non-friends joining, spawning in, and ruining the game really. I assume finding the server through the serverbrowser in-game. Direct connecting doesn't seem to check lobby restrictions. I'm not really sure how to avoid this. Setting an sv_password would require everybody to know the password, even friends, and just adds an extra set for the extra players to do. Anybody else have any ideas? |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Hi titan_rw.
Sometimes i have the same problem. You could do the following things. When you type "setmaster" in console you'll see a list of master servers (usually two). You can remove them by "setmaster remove". So your server won't show in the serverbrwser. You can add them later when you have finished playing. A more simple method that i only tested on l4dtoolz is the following: After my friends joined the game i've set sv_maxplayers to the amount of ppl in the game. So nobody would be able to join your server cuz he gets a "server is full". For the linux version the command is l4d_maxplayers. Usually this cvar is set in your server.cfg so you have to change it every mapstart. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Thanks for the ideas.
Couple of questions: - Are the master servers needed for sv_search_key to work from lobby? I assume they are. - Assuming they are needed to get the game going initially, and I remove them once the first 4 players are loaded, do they stay removed after level transition? - I had done the max players thing by changing "sv_visiblemaxplayers". But it resets on level change, so I have to remember to set it at the start of each map. I'm using l4dtoolz for linux, and "sv_maxplayers" seems to work, whereas "l4d_maxplayers" says unknown command. What is the difference between these two? (sv_visiblemaxplayers and sv_maxplayers). I hope this makes sense.. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Ok...trying to get this working and cannot. Everything is installed properly and using Left4downtown Linux version, bebop and mm688 and sm2870. This is LFD2 by the way. Am I missing something in my config?
// Name hostname "xServer" rcon_password "------" // If you want to use a search key to find the server in the lobby, uncomment and edit this line //sv_search_key "xxxxx" // Steamgroup sv_steamgroup "xxxxxx" // Restrict this to steam group members only, uncomment this sv_steamgroup_exclusive "1" // Server Cvars motd_enabled 1 sv_alltalk 0 sv_cheats 0 sv_consistency 1 sv_maxcmdrate 101 sv_maxrate 30000 l4d_maxplayers 6 sv_visiblemaxplayers -1 z_difficulty "Hard" sv_gametypes "coop" exec banned_user.cfg exec banned_ip.cfg do I need these lines ? sv_removehumanlimit 1 sv_force_unreserved 1 As it is now I can start the server with no errors, showing 6 players, everything runs but after 1 player joins the rest get a server is full or player is not in a joinable game if invited or going through steamgroups. Any help would be appreciated as there are 6 of us that play together, and it would be fun as a group. Thanks in advance! |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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Here's my server.cfg: Code:
hostname ******* |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Well...dont know if this is it yet but with this added to my config at least 2 people can join now....check tomorrow and report back if it works for more than 4.
sv_removehumanlimit 1 sv_force_unreserved 1 |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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I forgot to ask if you are running L4D1 or L4D2? I have this running on L4D2. There was an L4D2 update on Friday I believe. Did you update your server? Can you please post the results of these commands?
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
L4D2 updated Saturday
Just dropped down to mm682 and sm2868 respectively to see if that would help. version Version 2.0.0.2 (left4dead2) Exe build: 17:55:22 Nov 24 2009 (4035) (550) meta version Metamod:Source version 1.8.0-dev Build ID: 682:f125dd3ed7d0-dev Loaded As: Valve Server Plugin Compiled on: Nov 16 2009 Plugin interface version: 15:14 SourceHook version: 5:5 sm version SourceMod Version: 1.4.0-dev SourcePawn Engine: SourcePawn 1.1, jit-x86 (build 1.4.0-dev) SourcePawn API: v1 = 4, v2 = 3 Compiled on: Nov 21 2009 21:11:36 Build ID: 2868:cfed2165ecf2-dev sm plugins list 01 "Basic Comm Control" (1.4.0-dev) by AlliedModders LLC 02 "Sound Commands" (1.4.0-dev) by AlliedModders LLC 03 "AdminCheats" (0.1) by devicenull 04 "Client Preferences" (1.4.0-dev) by AlliedModders LLC 05 "L4D2 Remove Lobby Reservation" (1.0.0) by Downtown1 06 "Basic Info Triggers" (1.4.0-dev) by AlliedModders LLC 07 "Vocalize Fatigue" (1.2c) by Mr. Zero 08 "Anti-Flood" (1.4.0-dev) by AlliedModders LLC 09 "Basic Ban Commands" (1.4.0-dev) by AlliedModders LLC 10 "Admin Menu" (1.4.0-dev) by AlliedModders LLC 11 "bebop.smx" 12 "Basic Chat" (1.4.0-dev) by AlliedModders LLC 13 "Simple Welcome Message" (1.2) by Zuko 14 "Admin File Reader" (1.4.0-dev) by AlliedModders LLC 15 "Connect Announce" (1.0.1) by Arg! 16 "[L4D2] Weapon Spawner" (0.4) by Zuko 17 "Fun Commands" (1.4.0-dev) by AlliedModders LLC 18 "Player Commands" (1.4.0-dev) by AlliedModders LLC 19 "L4D Vote Manager 2" (1.5.5) by Madcap 20 "Fun Votes" (1.4.0-dev) by AlliedModders LLC 21 "Reserved Slots" (1.4.0-dev) by AlliedModders LLC 22 "Basic Votes" (1.4.0-dev) by AlliedModders LLC 23 "Admin Help" (1.4.0-dev) by AlliedModders LLC 24 "Basic Commands" (1.4.0-dev) by AlliedModders LLC 25 "L4D2 Incapped Meds Munch" (1.0.0) by AtomicStryker 26 Disabled: "Nextmap" (1.4.0-dev) by AlliedModders LLC sm exts list SourceMod Menu: Usage: sm <command> [arguments] cmds - List console commands config - Set core configuration options credits - Display credits listing cvars - View convars created by a plugin exts - Manage extensions plugins - Manage Plugins profiler - Profiler commands version - Display version information pre-compiled smx |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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Compiling bebop.sp...SourcePawn Compiler 1.3.0-dev
mv compiled/bebop.smx ../plugins
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
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If you're still having problems, and unless you have a plugin or extension which requires your specific versions of metamod/sourcemod, I suggest that you upgrade metamod to current and downgrade sourcemod to 2865. If you use sourcemod 2865 than you should be able to safely use the pre-compiled bebop.smx. Otherwise, to be safe, I'd compile the bebop.sp against whichever version of sourcemod you use. Quote:
sm exts listI'm just trying to confirm that you have the Left 4 Downtown extension successfully loaded. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
This plugin appeared to work for me, and I'm running SM 1.4 (2870).
I downloaded the .smx from the normal weblink. Maybe I just got lucky. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Can I point out this plugins functionality already exists in 2 plugins?
Left8Dead SuperVersus. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Thanks to everyone. It seems to be working in Left4dead2 with sm2870 and mm688. 8 player coop up and running, can join through browser or steamgroups. Will report back if I have any problems but everything appears ok now.
Had to delete the mod - reinstall mm and sm, compile the sources and everything is fine now. Removed sv_removehumanlimit 1 and sv_force_unreserved 1 from cfg files as they appear to be for the L4Dtoolz version. No errors in log files and Left 4 Downtown extensions , bebop and l4d2 Remove Lobby Reservations plugins all show ok. Thanks again! :o |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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Do those pluggins automatically spawn bots then automatically kick the bot when the player leaves? |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
I've tried Left 8 Dead and another one before i started this. Both of them had bugs and didn't work properly. Sometimes a bot didn't get kicked or there was a bot too much after mapchange. Plus you always had to type in !join or kind of something. Thats why i decided to make my own.
But i did not test superversus. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
I guess I'm just lost a bit... I'm pretty sure I have this all installed correctly.
Most of this is just plug and play... a few cvars in the server.cfg and you're gold but I can't get more than 4 players to connect even though HLSW reports 8 slots. I'm using left4downtown-l4d2-23112009 along with bebop and I have this listed in my server.cfg //GROUP SETTINGS sv_steamgroup xxxxxxxx sv_steamgroup_exclusive 1 sv_search_key "xxxxxxxxxx" motd_enable 1 //NUMBER OF PLAYERS sv_visiblemaxplayers -1 sv_allow_lobby_connect_only 0 l4d_maxplayers "8" My question is, do I connect to my server via HLSW and then invite players or have them directly connect via the console with the connect xxx.xxx.xxx.xxx command or do I start a lobby and then have others join? I tried a lobby but even if the lobby wasn't full players couldn't connect even with an invite. If I need another plugin to allow Lobby connect and then invite connects what plugin is compatible? Also, the front page says: Quote:
Also, would someone who's been successful using this be willing to write an Install Guide that covers step by step what to install and where and how to connect? It seems that the plugin is dependent on several other independent plugins or extensions and they may or may not need a plugin or extension to make the do what you want but I seem to keep bouncing around from post to post and never feeling confident I have what need or that I did it correctly... I for one would be most appreciative of a comprehensive HowTo on this :D |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
Neither of those two plugins spawn the bots automatically.
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
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meta
sm
sm exts list
~/hlds/left4dead2/srcds_run left4dead2 -autoupdate -console -maxplayers 16 +hostip ****** +hostport 27015 +clientport 27015 +exec server.cfg +map c2m1_highway
sm plugins list
bebop_version
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
The only thing I noticed that's annoying is when someone goes idle, either by clicking 'take a break', or by sitting still for the timeout period. It's hard to get back in game. You get the team selection box, and you click survivors. Then it pops up again a split second later. You have to click really fast between the team selection box coming up in order to 'take control' of your old character. I've noticed it sometimes switches you to another character too, if there's less than a full lobby present. IE: if there's only 2 humans, and one goes idle, then comes back, he will switch to a character that was previously a bot. (with a bot controlling his old character).
Also, It's probably been mentioned, but you cannot defib a 'clone'. Items get switched around for the 'original' character. Can this be scripted out, or is it a permanent bug because of game limitations? |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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bind f11 "mm_dedicated_force_servers server-ip-address:port"and the lobby leader hits it right before starting the game. Even though you can't open the console in the lobby in L4D2, hitting the key still works. After my friends started the game from the lobby, I joined as the 5th with no problems. Excellent! |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
"mm_dedicated_force_servers" works now? Last time I tried it, it didn't work. I had to use sv_search_key.
search-key works, most of the time. Sometimes I have to restart the server to get the lobby to find the server. I just have my autoexec.cfg set the sv_search_key on startup, so I don't have to remember to set it in the console before entering lobby. I found the old ms_force_dedicated_server easier though. If the new version of that command is working again, I may use that instead. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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Re: [L4D1/2] bebop - additional coop players (20 players possible)
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On a side note, I have both of these commands listed in my game's autoexec.cfg file. I haven't had any issues connecting to either of my 2 L4D2 servers and I don't have to enter it in the console upon game launch. mm_dedicated_force_servers sv_search_key I'll update my MM and SM packages as I think they may be a revision or so behind and report back my progress. Thanks again Chicken!!! That makes a lot more sense. |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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This problem is because when you go idle (as a NON ORIGINAL survivor) you get put into noclip spectator mode. Teh team selection box only should show when you're a normal survivor. Also you don't need to click it, just press cancel. The reason you get spapped arround is because you're rejoining the survivor team when afk. just go afk/back again and you should get your old character. But i don't like that too so i'm trying to fix :) Btw. titan_r you're on l4d2 right? Quote:
Thanks to chickenside for this great tutorial on how getting this running on linuxx. i'm gonna update the main post |
Re: [L4D1/2] bebop - additional coop players (20 players possible)
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I am using L4D2. If this works in l4d1, I may install it on my l4d1 servers too. Clone, as in not one of the original survivors. I know when a clone startles the witch, she will go after the original survivor, and not the clone. (Clones don't have to fear the witch, she will incap / kill the other survivor) This seems to be a similar thing with defibs. If you defib a clone, the game runs the defib 'code' on the original survivor. The original gets weapons / ammo that the dead clone had. So he looses whatever he had before his clone was defibbed. |
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