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-   -   [L4D1/2] bebop - additional coop players (20+ players possible) (https://forums.alliedmods.net/showthread.php?t=110210)

frool 11-26-2009 19:12

[L4D1/2] bebop - additional coop players (20+ players possible)
 
1 Attachment(s)
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"
sv_visiblemaxplayers "-1"
sv_removehumanlimit "1"
sv_force_unreserved "1"

note that sv_maxplayers is also the limit for human survivor players in your game!
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
z_mob_min_notify_count"
z_common_limit
z_zombie_lunge_push
 
z_mob_spawn_min_size
z_mob_spawn_max_size
z_mob_spawn_finale_size
z_mega_mob_size
 
z_mega_mob_spawn_min_interval
z_mega_mob_spawn_max_interval
 
z_mob_spawn_min_interval_normal
z_mob_spawn_max_interval_normal
z_mob_spawn_min_interval_hard
z_mob_spawn_max_interval_hard
z_mob_spawn_min_interval_expert
z_mob_spawn_max_interval_expert
 
director_tank_min_interval
director_tank_max_interval
 
z_special_spawn_interval
 
z_hunter_limit
z_charger_limit
z_jockey_limit
z_boomer_limit"
z_smoker_limit
z_spitter_limit
 
z_tank_rock_radius
 
z_tank_speed
z_speed
z_hunter_speed
z_jockey_speed
 
z_charger_health
z_hunter_health
z_jockey_health
z_witch_health
z_tank_health
 
sm_cvar z_health

i've used sourcemod-1.3.0-hg2865.zip snapshot to compile the plugin.

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
*
********************************************* ***********/

Bigbuck 11-26-2009 21:26

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?

quakerv 11-27-2009 00:28

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.

frool 11-27-2009 02:30

Re: [L4D(1)/2] bebop - unlimited player coop
 
Quote:

Originally Posted by Bigbuck (Post 999942)
Could you explain the auto spawn of bots?

you already had a look at the source? ye i could explain its not that hard....


Quote:

Originally Posted by Bigbuck (Post 999942)
Would this plugin add a bot when a 5th human player comes in?

yes definitely. also kicking a bot when someone disconnects.


Quote:

Originally Posted by quakerv (Post 999998)
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.

sorry quakerv i don't understand. how can you say its working fine when it does not spawn any additional bots for you or kicks them?
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?

chickenside 11-27-2009 02:47

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?

frool 11-27-2009 04:36

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

chickenside 11-27-2009 05:05

Re: [L4D(1)/2] bebop - unlimited player coop
 
Great, looking forward to getting this running. I'll post results.

frool 11-27-2009 10:18

Re: [L4D2] bebop - unlimited player coop
 
ok i updated the plugin.
should work fine on l4d1 now.

Guinn 11-27-2009 13:09

Re: [L4D(1)/2] bebop - unlimited player coop
 
Quote:

Originally Posted by chickenside (Post 1000069)
I am running a Linux server and cannot install L4DToolz. Will this work with the Left4Downtown mod?

Does the Left4Downtown mod work on L4D2? Remove Lobby Reservation?

Bigbuck 11-27-2009 13:35

Re: [L4D(1)/2] bebop - unlimited player coop
 
Quote:

Originally Posted by Guinn (Post 1000446)
Does the Left4Downtown mod work on L4D2? Remove Lobby Reservation?

Yes.


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