[L4D] Survivor AI Trigger Fixes
18 Attachment(s)
After quite some work my newest plugin is done. This kicks in if it detects an all-Bot Survivor Team (enabling sb_all_bot_team itself) and then triggers Crescendos and Finales as they should have by themselves. This also shuts Safe Room Doors if an All Bot Team refuses to do it.
Be advised this does NOTHING if there is a single human Player in the Survivor team. Big thanks go to mi123645 for helping me with triggering non-networkable stuff and to javalia for pointing out where Entity Names are hidden. This also features an extensive Toolkit for finding and manipulating Entities in L4D ... sm_findentitybyclass - find an entity by classname and starting index. sm_findentitybyname - find an entity by name and starting index. sm_listentities - server console dump of all valid entities sm_findnearentities <radius> - find all Entities in a radius around you. sm_entityinput <entity id> <input string> - sends an Input to said Entity. sm_findentprop <property string> - returns an entity property value in yourself. Changelog: 1.0.0 - Initial release. 1.0.1 - NM4 Elevator fixing 1.0.2 - DA5 and BH3 fixing 1.0.3 - Fix in case the Trigger Bot died 1.0.4 - removed misfiring chatstrings 1.0.5 - improved All Bot team detection accuracy 1.0.6 - added NM3 Gas Station and DT5 Finale Triggers 1.0.7 - bug fixes against error log floodings 1.0.8 - more minor fixing 1.0.9 - error log fix 1.1.0 - added fix for the Crash Course 02 stucking place |
Re: [L4D] Survivor AI Trigger Fixes
wow really nice ill try this out on my server soon
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Re: [L4D] Survivor AI Trigger Fixes
Looks amazing, I'll definitely be using it for testing.
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Re: [L4D] Survivor AI Trigger Fixes
GJ
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Re: [L4D] Survivor AI Trigger Fixes
With this released, some of you may have figured out that my infected bots plugin's release is eminent.
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Re: [L4D] Survivor AI Trigger Fixes
L 08/26/2009 - 17:54:00: SourceMod error session started
L 08/26/2009 - 17:54:00: Info (map "l4d_hospital05_rooftop_rev1") (file "errors_20090826.log") L 08/26/2009 - 17:54:00: [SM] Native "FakeClientCommand" reported: Client index 0 is invalid L 08/26/2009 - 17:54:00: [SM] Displaying call stack trace for plugin "l4d_survivorai_triggerfix.smx": L 08/26/2009 - 17:54:00: [SM] [0] Line 665, /home/groups/alliedmodders/forums/files/5/2/2/3/3/48476.attach::UnflagAndExecuteCommand() L 08/26/2009 - 17:54:00: [SM] [1] Line 341, /home/groups/alliedmodders/forums/files/5/2/2/3/3/48476.attach::FinaleStart() L 08/26/2009 - 18:01:54: Error log file session closed. |
Re: [L4D] Survivor AI Trigger Fixes
Added 1.0.3 which wont have that error anymore.
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Re: [L4D] Survivor AI Trigger Fixes
I get the following message when all (4 humans) players reach the saferoom:
[BOTFIX] All Bot Survivors in Safe Room. Force Shutting Door. Surely it shouldn't give that message unless the whole team consists of bots, right? EDIT: I'm running 1.0.2. |
Re: [L4D] Survivor AI Trigger Fixes
That is about cruelly shoddy L4D events. If you've ever watched them: On round end entered_checkpoint and left_checkpoint are fired, like, ten times. Since these are the hooks for my Plugin it causes these misfiring Chatstrings.
Ill whip up a solution for that .. but its harmless. Edit: 1.0.4 for your convenience. |
Re: [L4D] Survivor AI Trigger Fixes
Quote:
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