[L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
6 Attachment(s)
Description:
This plugin aims to shut the ending saferoom doors tight in an attempt to create a mini holdout scenario. When someone tries to open them, it will stay closed until a certain amount of time has passed. All the survivors need to do is to survive the incoming waves of mob that got attracted to the sound. ConVars:
Commands: None. :3 Bugs: None. :3 Installation:
Notes:
FAQ:
Changelog: 01-26-2019 X First release. 01-30-2019 + Prevented plugin from bugging out whenever the round restarts. X Final release. |
Re: [L4D/L4D2] Anti-Runner System UPDATED
I've always felt we should punish the individual over punishing the entire team for rushing.
Good work on the plugin, but I'll throw some suggestions out there. 1. Blinding the solo rusher 2. Vomitting the solo rusher 3. Temporary give him limping health until he returns to the team, then restore his original HP after damages he might take 4. Teleport the solo rusher back Course, all that would be dependent on setting a certain range at which to inflict these punishments. |
Re: [L4D/L4D2] Anti-Runner System UPDATED
I've actually thought of coding an anti-rush plugin that basically only allows the survivors to get a certain distance from each other, configurable. If they do go beyond that limit send a message to the offender then set a timer, detecting the furthest player ahead and not behind. If they get back within distance cancel the timer. The timer would be designed to trigger something on the offending player, until other survivors catch up within the distance limit. Also add cvar options for other things like optional freeze, bile, blind, mob spawn, etc...making it highly configurable to the tastes of the people using it. If someone else gets to it before me great...lol...i've never really liked how the existing anti-rush plugins always lock the saferoom as a solution. It should be more dynamic to the offending players and not the whole team...possibly even set it up so after so many offenses by the player they either get killed, kicked, or banned...In my opinion this method would be highly effective...
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Re: [L4D/L4D2] Anti-Runner System UPDATED
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So any potential plugin would need to know situations like this where somehow its ok to rush and the antirush would not trigger at all. Idk how complicated that would be or if its even possible at all? Anything like this that worked well i imagine would be most welcome by not only myself but a lot of people who get frustrated with rushers. I too am no fan of end saferoom door locks or spawn mobs etc because by then regardless of rushers being punished it's all too late the damage to the rest of the team has already been done. Also giving end saferoom door keys randomly to one player concerns me if the player recieving the key is a troll and refuses to open the door. Not good. Ideally rushers would be stopped the moment they start rushing. Once they realize they can't just run off and are forced to stick with the main team then we might just have ourselves the almost perfect anti rush plugin. Other things to mention: Dont punish with vomit in the face. Some players use that thing that stops vomit affecting their view, so this would be no deterrant at all. Forcing them back to the main team would be my preference but as i already mentioned i'm concerned about how that might be bad for the whole team in certain situations. Anyway some good ideas Mastermind420 i like them.:up: I just wish someone could make this. |
Re: [L4D/L4D2] Anti-Runner System UPDATED
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Re: [L4D/L4D2] Anti-Runner System UPDATED
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I quite liked and preferred MasterMind420's idea of restricting the rusher somehow. Once they got so far ahead they would be penalized with some sort of damage to them until they retreated back to the other survivors.I think what is needed though is not just punishment but something that stops them run any further even if they try. Like some kind of distance restriction that only allows them so far ahead of the survivors then it triggers and it's almost like they are hitting an invisible wall as they can't run any further. Then the punishment kicks in to make them retreat also. Again it must be noted as i already said any plugin would need to take into account certain situations where the whole team is almost downed and rush is not blocked to allow the last player/s to reach the safe room and complete the mission. Anything like this will help as rushing is a problem on many servers. |
Re: [L4D/L4D2] Anti-Runner System UPDATED
You still trying to figure out how your gonna code the distance, cravenge? I'm just wondering because if you haven't looked at the plugin Self Standup by Gsix, it may be worth a look, he's got some good code in there for distance and clearance radius...i'm sure it can give you an idea or be modified to suit your needs.
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Re: [L4D/L4D2] Anti-Runner System UPDATED
I can't open saferoom door and erros log have this
Code:
L 05/17/2016 - 21:01:34: [SM] Native "IsClientInGame" reported: Client index 0 is invalid |
Re: [L4D/L4D2] Anti-Runner System UPDATED
you very fast answer and you always help
big thank's, you good man |
Re: [L4D/L4D2] Anti-Runner System UPDATED
now I play on Water Front campagn and this plugin work only on c5m1 map, on c5m2, c5m3, c5m4 saferoom door alwayn open
logs empty for work not only 1st maps I want add maps after 330 line? isSystemApplied() p.s. after kill tank keyman does't set |
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