[L4D2] Vote Manager 3
19 Attachment(s)
Vote Manager 3 Credit for the original plugin goes to madcap Features:
Simple. The reason this one was made is because valve broke the events for voting back in 2010. This crippled madcap's original plugin because now it couldn't tell when votes ended/passed/failed. This version hooks into usermessages valve implemented some time ago. This is a completely working rewrite. Commands:
Setting up admin_overrides.cfg: Version 1.1 now uses admin overrides instead of access cvars, add this block of code to your admin_overrides.cfg in sourcemod\configs\ Place the code in between the brackets. Please update your .cfg after updating to 1.2 Added kick_immunity override on version 1.2.2 PHP Code:
Cvars: auto created config by the name of l4d2_votemanager PHP Code:
1.0 - Initial release 1.1 - Fixed a few things, now uses command overrides for access instead of cvars. 1.2 - Changed ClientHasAccess stock to change the string that gets passed through to all lower case to prevent bypassing CheckCommandAccess, please change your admin_overrides.cfg to comply with this*look above* 1.2.2 - Made some changes to veto/pass commands, VoteFail and VotePass usermessages are no longer intercepted and are now just read. added "kick immunity" override(look above). People with kick_immunity flags can only be vote kicked by other players with the kick_immunity flags. Added true as the 4th variable for CheckCommandAccess. Update your phrases as well. Please notify me if you still have problems with veto/pass or wrong players being kicked after a kick vote passes. 1.2.3 - Fixed dumbest mistake ever, which automatically disallowed all pass/veto commands. 1.2.4 - Fixed kick votes not switching VOTE_STATUS to VOTE_POLLING(thanks ilyaadminman) 1.2.5 - Fixed issues regarding strings. Kick votes now clear vote strings if they are intercepted preventing a bug with future kick votes. 1.2.6 - Fixed tank kick checking not checking team, which would lead to false positives. 1.2.7 - Fixed "callvote kick" bug/exploit 1.3.0 - Added sm_customvote to call custom votes, "custom" access flag is needed to call custom votes. Veto and Pass will now not run if a vote will not successfully veto or pass. Example admin_overrides is now included with plugin. 1.3.1 - Fixed strings not getting set to lower case which caused admin_overrides problems. Added third parameter to sm_customvote that is for an optional command. Ex: sm_customvote 0 "Slay Everyone" "sm_slay @all" when the vote passes "sm_slay @all" will run from the client who started the vote, it will not override any access flags. Added German translations, thanks to Dont Fear The Reaper Please update your translations as they have changed. 1.3.2 - Fixed spectator bug reported by ilyaadminman 1.3.3 - Fixed GetClientByName formatting and checking wrong strings (12/9/11) Re-uploaded to fix warnings with translations 1.3.4 - Fixed veto passing votes by mistake. 1.3.5 - Translations fixed to actually work. ilyaadminman's has improved his Russian translations. Beta: The current beta can be found HERE. Betas: 1.3.0 rc1(status: done): sm_customvote was added. Uses "custom" admin override. Please give some feedback. 1.3.0 rc2(status: done): All team custom votes have been fixed. An example admin_overrides.cfg is now packaged with the plugin. Credits: Visual77: Helped me iron out some bad bugs. He deserves bacon. :bacon!: Dont Fear The Reaper: Contributed German translations. ilyaadminman: Contributed Russian translations. |
Re: [L4D2] Vote Manager 3
Could you add an announce to chat to print if the player votes Yes or No, like ViRaGisTe modify the plugin.
http://forums.alliedmods.net/showpos...&postcount=575 EDIT: Found #include <l4d2_stocks> which doesn't exist yet, correct #include <l4d_stocks> |
Re: [L4D2] Vote Manager 3
it compiles without the l4d_stocks being included.
is it with or is it without? if it would be with there would be errors upon compile and there were none. edit: works but i think logging should include steamids like votemanager2 did :) |
Re: [L4D2] Vote Manager 3
Ah, I left that include file in the source didn't I? Well I'll try to re-upload it in a second. I just left the compiled version in there for people that didn't want to compile it.
l4d2_stocks is my custom stocks file. I was using to create fake clients to test some of the features. |
Re: [L4D2] Vote Manager 3
Messages on voting not displayed in a chat-box(
logging file ok Code:
[10/25/11 19:34:04] Electro started a RestartGame vote! |
Re: [L4D2] Vote Manager 3
Quote:
If it's tied to a "feature" rather than an actual command, just make up a command name and set the override_only var to true. The command name is what would be used in admin_overrides or for group overrides. This would effectively eliminate the access cvars, let you keep the same defaults, and let people change using the existing admin api as well as allowing/respecting overrides. |
Re: [L4D2] Vote Manager 3
@Electr00099 you wont be notified of voting actions in chat if you don't have the flags specified in l4d2_votemanager_notify_flags "b"
if you don't have the b flag you wont be notified in chat. Also the person that calls the vote is not notified of voting actions. As a side note only the vote and its parameters are printed, the pass/fail status of the vote is not printed. @Psychonic then my plugin would just use SM's admin_overrides.cfg as where to find access values, right? |
Re: [L4D2] Vote Manager 3
Quote:
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Re: [L4D2] Vote Manager 3
Ok, seems simple enough. I'll update the plugin later today after I get out of school.
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Re: [L4D2] Vote Manager 3
When you say "Broke events" was that when Valve switched over to a mix of events and user messages?
I'm only asking because I'm trying to implement L4D and L4D2 support in the BuiltinVotes extension. (Incidentally, custom votes are one of the features of said extension) |
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