[L4D(2)] Ready Up! 0.17.3
2 Attachment(s)
L4D(2) Ready Up Modification 0.17.3
Updated to support L4D2 DESCRIPTION At the beginning of each map, the game enters a "ready up" mode. In Scavenge (before the first round), players are in 'warm up' and can run around with god mode and rapid respawns. In Versus (or later Scavenge rounds), all survivors are frozen while infected spawning is disabled. All players are required to ready up, at which point a countdown will begin and the game goes live. COMMANDS (The following commands are all in chat) During the ready-up period:
(Admin-only commands, sm_map privileges required)
Commands after the ready-up period:
Commands at any time:
(Admin-only commands, sm_map privileges required)
CVARS
INSTALLATION
SOURCE CODE
LEAGUES This is plugin is used by the following competitive leagues: CEVO, Alienware, NewEgg, ESL, TWL, L4dder, L4DBrasil, CyberGamer, and UGC. CREDITS CURRENT DEVELOPERS: Frustian - After an astounding success with Frustian's Competitive Mod for L4D1, Frustian has quickly become an ace SourcePawn developer and has been a key figure in the port to L4D2 and adding brand new features. PAST DEVELOPERS: Fyren - The source of inspiration for this whole original project. He jump started me when this project was still in its infancy. You might say this would've never happened had it not been for him. TESTERS: Fission - Biggest #1 thanks goes out to Fission for always being there since the beginning even when this plugin was barely working. KNOWN ISSUES
CHANGELOG 0.17.3
0.17.2
0.17.1
0.17.0
0.16.3
0.16.2
0.16.1
0.16.0
0.15.0
0.14.2
0.14.0
0.13.5
0.13.4
0.13.3 Initial public release. --- Views: 0.16.1 - 437 0.16.2 - 206 0.16.3 - 1741 (smx), 618 (sp) 0.17.0 - 34 (smx), 12 (sp) 0.17.1 - 211 (smx), 92 (sp) 0.17.2 - 578 (smx), 251 (sp) The .SP file will fail to compile using the web compiler, download the .SMX file instead. |
Re: [L4D] Ready Up!
It'd be nice if you could have something more like a 'warmup' mode - 10 seconds of grace before a round starts.
I can just imagine this being highly frustrating if there's no admin about and one gimp on the server decides not to click ready :/ |
Re: [L4D] Ready Up!
This is intended to be used competitively in scrims and matches. If the server admin has to leave I suggest setting l4d_ready_enabled 0. If you really want to leave it on, you could put l4d_ready_minimum_players to a lower setting such as 4.
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Re: [L4D] Ready Up!
Ah yes, makes sense :)
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Re: [L4D] Ready Up!
Ah yes, makes sense :)
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Re: [L4D] Ready Up!
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"director_unfreeze_time" = "20" (default = 20) game cheat - Duration (in seconds) to wait to unfreeze a team after the first player has connected use sm_cvar director_unfreeze_time x to change the value to x. |
Re: [L4D] Ready Up!
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(I appreciate that this mod isn't about a warmup mode of course) |
Re: [L4D] Ready Up!
testing now :)
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Re: [L4D] Ready Up!
Tested,works fine :) nice plugin gj
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Re: [L4D] Ready Up!
The download doesn't work for me...
Update: it work now... :| |
Re: [L4D] Ready Up!
Updated to version 0.13.5
CHANGELOG 0.13.5
0.13.4
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Re: [L4D] Ready Up!
Works nice. Thank you for this. I have two requests:
1. If possible, move the message on the screen. Right now when you're infected it overlaps the infected spawn hud. If it can be moved up to the top of the screen I think it'd work better. 2. Add cvars for versus and co-op: l4d_ready_enabledcoop [0|1] l4d_ready_enabledversus [0|1] You could leave l4d_ready_enabled and have it override the other settings. I just want this for versus mode and don't need it for co-op mode. I wish there were some way of doing this in the config files (infected.cfg/noinfected.cfg) but those never seem to work. |
Re: [L4D] Ready Up!
For an Admin, is there a simply trick to turn the server pause state?
=> Cvar "pause" or "setpause" seems to no work with L4D. (Asked my question here 'cause maybe this plugin use this "trick") |
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Re: [L4D] Ready Up!
I removed my previous posts because they didn't apply. Here's how people should use this...
To the author, I think there may be an issue with !forcestart where it restarts the map even if l4d_ready_enabled is 0. I'm getting around this by disabling the plugin, but your cvar toggle should encompass the entire plugin. Another possible feature that would be really smart for CAL to pick up is swapping which team is survivor first each stage. So one team would be survivor first on stages 1,3,5 and the other team would be first on 2,4. It would really balance things out, and you already have most of the functionality in your plugin (just force a single restart at the start of each stage). Would have to test to make sure the scores followed properly, but it should work. |
Re: [L4D] Ready Up!
Downtown1 is it possible to prevent this plugin from being autoloaded, cause when i first start server or restart it, pluing loads automatically, after i go away from the computer and sometimes i forgot to enter l4d_ready_enabled 0 so players who enter the server got ready status. But i just want to start is manually not by autoload.
Thanks in advance. |
Re: [L4D] Ready Up!
Updated to 0.14.0
0.14.0
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Thanks for this great plugin. We like it a lot. |
Re: [L4D] Ready Up!
Great mod!
We're running a tournament which starts in about 1-2 weeks, and a huge debate is going on about how to decide who starts as the infected first. The team that goes infected first has a huge advantage, such as knowing if there is a tank or witch, and where. Once a team is infected/survivor first, that will carry on to the next level. This is what usually happens: No Mercy - Level 1: Team A = Plays survivors First Team B = Plays infected First No Mercy - Level 2: Team A = Plays survivors First Team B = Plays infected First etc. My 2 suggestions to solve this: 1. Add a function/command/cvar? for us to enable/disable, where at the beginning of each level, the teams get switched to the other side. If this suggestion is worked on, make sure this command can be inserted into the config, so an admin doesn't have to be in-game in that server to activate the command. Example: No Mercy - Level 1: Team A = Plays survivors First Team B = Plays infected First No Mercy - Level 2: Map loads, [New suggested function executes and swaps teams], so: Team A = Plays infected First Team B = Plays survivors First 2. And perhaps (not needed, but would be handy to have it) another function that will swap both of the teams' sides manually. Also, do you accept donations via paypal? If you do, tell me the address. Really hope you'll consider adding either or all of the suggestions! Cheers:) |
Re: [L4D] Ready Up!
Pigfat... that's exactly what I suggested. ;) Good to see more support for the idea, though.
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Re: [L4D] Ready Up!
I'd love to add ABBA support (as Pigfat is suggesting), if you turn on READY_DEBUG 1 and look at the code that is under #if READY_DEBUG you will see I tried to add to add support for it.. unfortunately I do not think the score is a networkable entity because I've tried doing everything I can think of, including scanning all the networked data in the rules/team manager entities for the score value.
I think the team score might be stored in a logical data map, or I might just be doing it wrong.. either way using sm_restartround to callvote restartcampaign does not swap the scores, it's the same thing as a round reset followed by a team swap. Unfortunately in addition if the director spawns a tank/witch then after restarting the round that team will no longer get a tank/witch spawn. ------ In other words right now I do not think it's technically possible to do just with a plugin, there's probably a function somewhere in L4D that does it that we could SDKCall on, but I'm no good with disassembly so I haven't yet looked for one. |
Re: [L4D] Ready Up!
I know it's making it more complex, but what about using the code from the unscramble plugin to swap all players from one team to the other before the restart.
Then the only issue would be the tank/witch thing, which might be able to be addressed by setting these cvars to zero before resetting them back to their previous value after the restart: Code:
sm_cvar versus_tank_chance_intro |
Re: [L4D] Ready Up!
Swapping players is easy...... the problem is the scores don't get swapped.
Team A Score = 1024 Team B Score = 2048 Now I swap all the players. Team B Score = 1024 Team A Score = 2048 See the problem? |
Re: [L4D] Ready Up!
Bah. The logic was flipped in my brain. I was thinking 1 restart vote + 1 manual team switch for all players, which would put the score on the right side for the A,B,B,A method but would also put the players back on the wrong side. ;)
EDIT: There's a hidden cvar called director_swap_teams. Any idea if that would help? |
Re: [L4D] Ready Up!
Updated with a bugfix :).
0.14.1
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Is it possible to have an auto ready cvar?
So we can enforce bots to be ready and force them in VS game play? otto |
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use /forcestart
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Would love for an automatic option for forcestart :D
otto |
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sm_cvar sb_all_bot_team 1 |
Re: [L4D] Ready Up!
Downtown1... a possible solution to all of the idiots complaining about your plugin, and one that actually makes sense and still works for CAL...
Make it so your plugin automatically disables if sv_password isn't set. I understand that some people might want to run your plugin in a non-password setting, but due to matchmaking I think most L4D plugins should really follow this procedure. |
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I could do that, but I think the real problem is that players can join the server from a lobby even if it has a sv_password set. What CAL needs to do is add a "sv_search_key calmatch<clanname>" to their config so random pubbers don't join CAL-configured servers by accident. The TWL config already uses sv_search_key so you don't see anyone complaining about joining TWL servers.
I suggest posting there http://forums.caleague.com/forumdisplay.php?f=241 about this problem. |
Re: [L4D] Ready Up!
0.14.1 RECALLED
I just had a scrim where the witch still spawned early on BH2. Also in the last 4 days I've been using this version, it seems that all the tanks spawn (after ready mode is over) as early as possible, that is at the earliest flow interval possible. My deepest regrets go out to anyone who has downloaded this in 0.14.1 and found the earlier tank spawns to be a nuisance. I will test future versions for a longer period of time before releasing it. |
Re: [L4D] Ready Up!
Will be testing this over the next couple of days, and if it works as i think it will, we will be using this in the wireplay l4d ladder ( l4d.wireplay.co.uk )
Thanks :) |
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I believe I got something solid working to fix the witch/tank spawning in ready round, just gotta test it out in a few scrims and I will release it.
Also the next version will automatically disable itself by default if sv_search_key is "", this will prevent pubbers from joining a server just to find out it has the ready plugin running and not being able to vote back to lobby. |
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I have no clues what to do if both:
director_force_tank 1 director_force_witch 1 director decide to spawn multiply witches, instead of mixing tanks/witches i dont know this mechanism. Any ideas to force dicector spawn multiply witches/tanks 50%/50% per map. i just got 4-5 witches but no tank. its also about thread: http://forums.alliedmods.net/showthr...=84609&page=11 |
Re: [L4D] Ready Up!
0.14.2 released!
With all of the complaints about public players joining from lobbies and are forced to ready up (and not being able to vote back to lobby since voting is blocked), the solution I have made is automatically disable the ready up plugin when sv_search_key is ever "" for some reason. Note that when sv_search_key is "", public players can join from the lobby by randomly finding your server (I believe this happens regardless of sv_password). By setting an sv_search_key only those people who connect to your server directly by IP or have the sv_search_key set (i.e. not pubbers) will be able to join your server. Any leagues that are not currently using sv_search_key in their config are strongly encouraged to do so! ------- For bugfixes, I did some testing of witches and tanks. If they do happen to spawn in ready mode, then I will simply respawn them again during the live round once the door opens -- this should mean no more needing to restart the map!. The tank might be in a slightly different position, but the witch will be in the same spot. |
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