[L4D] Force Mission Changer 1.4.0
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The plug-in compulsorily changes mission on following (according to options). At change of mission players automatically pass to new mission.
It working for all L4D mission (according to options). Before install [L4D] Force Mission Changer move the NEXTMAP.SMX to the disabled folder. CHANGELOG v1.4.0 (2009.10.20): New plugin and config name sm_l4d_mapchanger (old sm_l4dvs_mapchanger.smx will be automatically deleted) Hook change gamemode event and autoload mission list for new gamemode on the server Add support sm_l4dco_mapchanger.txt and sm_l4dvs_mapchanger.txt for coop and versus gamemodes Plugin stop activity if discovered survival gamemode and wait for change gamemode to coop or versus or change map v1.3.6 (2009.10.17): Fix autoloading of a following map bug Fix custom settings for versus map bug v1.3.5 (2009.09.10): Add autoloading of a following map of the list if the server has become empty v1.3.4: Any critical bugs fixes (thx Red Alex) v1.3.2 (2009.07.13): Add support of wrong custom versus map Add server commands: sm_l4d_fmc_crec_add - Add custom value sm_l4d_fmc_crec for the specified map. Max 50. Use: sm_l4d_fmc_crec_add <existing custom map> <custom sm_l4d_fmc_crec integer value (max 99)> <custom sm_l4d_fmc_re_timer_block float value> sm_l4d_fmc_crec_clear - Clear all custom value sm_l4d_fmc_crec. sm_l4d_fmc_crec_list - Show all custom value sm_l4d_fmc_crec. Manual set next mission name in sm_l4dvs_mapchanger.txt Add displays and log team winner index at round_end in debug mode v1.3.2 (2009.04.26): Fix mission announce bug Add cvar sm_l4d_fmc_dbug write event log to file Add cvar sm_l4d_fmc_re_timer_block block double event round_end v1.3.1 (2009.04.24) Ready for L4D version 1.0.1.2 v1.2 (2009-04-01): at change mission delay timers is added v1.1 (2009-02-22): removed cvar sm_l4d_fmc_gmode (autodetect gamemode now). v1.03 (2008-12-21): new sm_l4dvs_mapchanger.txt - support all l4d gamemode. v1.03: Choice possibility is added - whether mission will change if all players were lost on a final map. new cvar is added. v1.02: Support coop mode is added (if it is used in a coop mode - players pass in the following mission without display of results). new cvar is added. [L4D] Force Mission Changer v1.0: Possibility to set a missions cycle in a options file is added. CVAR sm_l4d_fmc_version - Version of L4D Force Mission Changer plugin. sm_l4d_fmc - Enables Force changelevel when mission end. sm_l4d_fmc_ifdie - Enables Force changelevel when all player die on final map in coop gamemode. sm_l4d_fmc_crec - Quantity of events RoundEnd before force of changelevel for versus mode (def - 8. don't change it!). sm_l4d_fmc_def - Mission for change by default. sm_l4d_fmc_chdelayvs - Delay before versus mission change in sec. sm_l4d_fmc_chdelaycoop - Delay before coop mission change in sec. sm_l4d_fmc_re_timer_block - time block double event round_end in sec. sm_l4d_fmc_announce - Enables next mission to advertise to players. sm_l4d_fmc_dbug - write event log to file Server commands sm_l4d_fmc_crec_add - Add custom value sm_l4d_fmc_crec and sm_l4d_fmc_re_timer_block for the specified map. Max 50. sm_l4d_fmc_crec_clear - Clear all custom value sm_l4d_fmc_crec and sm_l4d_fmc_re_timer_block. sm_l4d_fmc_crec_list - Show all custom value sm_l4d_fmc_crec and sm_l4d_fmc_re_timer_block. All variables are appointed in a file .\cfg\sourcemod\sm_l4d_mapchanger.cfg The cycle of missions is adjusted in a file .\addons\sourcemod\data\sm_l4dvs_mapchanger.t xt and .\addons\sourcemod\data\sm_l4dco_mapchanger.t xt An example: Code:
"ForceMissionChangerSettings" special thx: - DDR Khat - Red Alex warning: Use as is. There is a desire to change code - make it - I not against. In a this topic I ask to write only about the found errors. |
Re: [L4D] Force mapchanger
.rar file types are not permitted. Please upload the plugin as the .sp file.
If it must be compressed the following formats are approved: zip, tar, bz2, or gz |
Re: [L4D] Force mapchanger
Why don't you try:
Code:
#pragma semicolon 1 PM me for any questions. |
Re: [L4D] Force mapchanger
Also I already tried something similar but it makes bugs in l4d. The next canpaign won't leave 1st stage (Unless they fixed).
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Re: [L4D] Force mapchanger
Quote:
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Re: [L4D] Force mapchanger
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The HELP is necessary |
Re: [L4D] Force mapchanger
I'll show you why I linked you to optimizations page.
Code:
public Action:Event_RoundEnd(Handle:event, const String:name[], bool:dontBroadcast) Also I answered the thread you sent. |
Re: [L4D] Force mapchanger
What optimisation?
That will faster work: the direct command to server [ServerCommand ("kick %s", player);] [ServerCommand ("changelevel %s", "l4d_vs_farm01_hilltop");] or function which sourcemod should process [KickClient (player);] [ChangeMap ("l4d_vs_farm01_hilltop");]? |
Re: [L4D] Force mapchanger
Hey im running 62 plugins on a 32 slot server and not one of them makes me lag. If I were to add 1 bad one, it could screw me up and all 62 of my plugins. Just an example.
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Re: [L4D] Force mapchanger
If you wanna keep with bad coding have fun. I personaly don't care was just trying to help you make better plugins. Also you should think on what the sourcemod function would process instead of ignoring and doing it by anyway.
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