[L4D / L4D2] Anti-Rush System (Reloaded) | 1.82 [Final] : Jan. 30, 2019 |
8 Attachment(s)
Description:
Nowadays, players tend to rush all the way through maps while leaving their teammates behind and that is not good since the purpose of playing the game is completing every campaign through teamwork. As what the plugin title states, I have created a way to prevent this from happening. What this plugin simply does is locks the starting saferoom doors tight, rendering the player's "+use" command (E) useless. Since most of the campaigns (stocks and customs alike) do not have starting saferoom doors in the first map, this plugin creates solid entities that will act as a barricade or block in order for the survivors (and infected if Versus) prepare themselves. Due to an oversight, there are some players that unintentionally joins far more later than the others. The reasons may vary but the most common one is problem with internet connection. I assure you I have it covered. ConVars:
Commands: (For development/testing purposes only)
(These are only applicable if there are still players loading.)
Bugs:
Installation:
To Do:
Notes:
FAQ:
Changelog: 09-20-2018 X First release. 09-25-2018 + Harmless bugs fixed. + Anti-door block to prevent some well-known exploits. 09-28-2018 + Critical bugs fixed. + Proper checking for "m_iGlowType" netprop in the include file. + Proper checking for custom saferoom door models in the config file. 01-21-2019 + Special infected can now pass through the path blocks. Yay! + Stopped the countdown timer from continuing any further during map changes. 01-22-2019 + Optimized the path blocking code. + Added a new section named "IsSolid" in the config file to toggle which type of path block should be used. + All starting saferoom doors are now detected by the plugin again. 01-23-2019 + Fixed the player check of the countdown timer. + Added new section "NeedsRotate" in the config file to prevent the new path blocking procedure from bugging out. (Has no effect if "IsSolid" is set to 1). + Common infected blocking the starting saferoom doors when opening them now dies. + Improved saferoom door locking procedure. (Now it can be opened once to prevent an exploit.) + Fixed the loop being incorrect when checking the config file. 01-25-2019 + No more misleading notifications. + L4D version now available + Starting saferoom doors will now stay open after being opened. 01-30-2019 + Prevented system from bugging out when changing or restarting campaigns. X Final release. |
Re: [L4D/L4D2] Anti-Rush System
Thanks for your work!
But, i noticed 2 bugs: #1 Bots rushing out even timer is not over #2 I set the timer to 40. After ~ 20 seconds the timer will force to 0. |
Re: [L4D/L4D2] Anti-Rush System
Quote:
#1 Set "sb_unstick" to 0 to prevent bots teleporting. #2 Hmmm, strange. I've never encountered this bug before. What game you play? L4D or L4D2? EDIT: Ahh, someone or the bots rushing out as you say must have left the saferoom while timer is ongoing. Yup, it does that when players leave. EDIT 2: Don't change timer if you're currently playing. It will mess up the plugin. Hmm, I'll plan to add HookConVarChange to prevent that. |
Re: [L4D/L4D2] Anti-Rush System
Quote:
So, its not a solution for me. Edit: Okay, i fixed it myself with "sb_move". But i found a other bug, the Roundtwo cooldown does not affect. |
Re: [L4D/L4D2] Anti-Rush System
Quote:
|
Re: [L4D/L4D2] Anti-Rush System
Can't get the plugin for l4d2. "Plugin failed to compile!" :(
|
Re: [L4D/L4D2] Anti-Rush System
Quote:
|
Re: [L4D/L4D2] Anti-Rush System
Quote:
|
Re: [L4D/L4D2] Anti-Rush System
Quote:
|
Re: [L4D/L4D2] Anti-Rush System
Quote:
|
All times are GMT -4. The time now is 11:46. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.