[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 |
Re: [L4D/L4D2] Lockdown System
Why is there a limit to how long the door can be opening? I like a good 2 Minutes wait time...
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Re: [L4D/L4D2] Lockdown System
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Re: [L4D2] Lockdown System
Doesn't work for l4d1, k thanks.
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Re: [L4D/L4D2] Lockdown System
Seems to be working for Left 4 Dead 2, but I have not tested Left 4 Dead. Can you disable this for Versus games?
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Re: [L4D/L4D2] Lockdown System
HI Cravenge nice plugin, but i have one question, is posibel add any menu to players with vote to take or nor take antifarm
when the player open the safe room and is locked start the vote YES or NO ANTIFARM |
Re: [L4D/L4D2] Lockdown System
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can you add in the next revicion the campaing made for me symbyosysv12 this is the maps symbyosys_intro symbyosys_01 symbyosys_02 symbyosys_03_bridge symbyosys_04 aymbyosys_05_final |
Re: [L4D/L4D2] Lockdown System
thanks for this update Cravenge
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Re: [L4D/L4D2] Lockdown System
c10m3 door bug
c10m4 door bug |
Re: [L4D/L4D2] Lockdown System
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Re: [L4D/L4D2] Lockdown System
thanks ! i like u plugin's , this plugin a good idea & Rescue Vehicle ETA
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Re: [L4D/L4D2] Lockdown System
Is really nice plugin Cravenge but any fix on c10m4_mainstreet end saferoom door yet?
It is locked shut on most games and won't open. :( |
Re: [L4D/L4D2] Lockdown System
i can't use this to my server, get bug...
when next round, my server get crash :( help |
Re: [L4D/L4D2] Lockdown System
and when i use this plugin to versus mode, next round is error.. can load :( https://image.prntscr.com/image/jwUI...I0WFiVZyzQ.jpg
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Re: [L4D/L4D2] Lockdown System
When will the c10m4 saferoom be fixed? Maybe just disable it for that map?
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Re: [L4D/L4D2] Lockdown System
1 Attachment(s)
Updated under Sourcemod 1.8.x.
This version disables the plugin on the c10m4 saferoom. I would consider this a temporary fix until cravenge can do something about the bug. |
Re: [L4D/L4D2] Lockdown System
I like this plugin, is just what I was looking for but I have a question does it work for versus? I would like the first door of the shelter also to have shine and that both shines are visible from a considerable distance.
_____________________________________________ ______________________ http://cache.gametracker.com/server_...b_560_95_1.png |
Re: [L4D/L4D2] Lockdown System
2 Attachment(s)
This is an old problem, but here I leave a solution for the error of the map "c10m4_mainstreet"
c10m4_mainstreet.cfg Place this file in addons/stripper/maps _____________________________________________ ______________________ http://cache.gametracker.com/server_...b_560_95_1.png |
Re: [L4D/L4D2] Lockdown System
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open :cry: |
Re: [L4D/L4D2] Lockdown System
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Re: [L4D/L4D2] Lockdown System
1 Attachment(s)
Here is my fixed version for c10m4_mainstreet.
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Re: [L4D/L4D2] Lockdown System
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Re: [L4D/L4D2] Lockdown System
c10_m4 came across the door bug which after reading older posts seems to been going on for a while and the other two users who posted their "update" which doesnt compile anyway something about a "glow" error
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Re: [L4D/L4D2] Lockdown System
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Re: [L4D/L4D2] Lockdown System
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Re: [L4D/L4D2] Lockdown System
This plugin has some gamebreaking bugs for versus which must be fixed. The first one is that some saferooms do not end game when door is closed(last saferoom of dead center). The other one is that the tank antifarm is endless, when it gets to zero the number just goes negative.
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Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
A big overhaul has been made! Kindly check the main post!
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Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
Can you add lockdown_system-l4d2_b.smx to the attachments?
There is only the "a" version |
Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
Hello, nice job. I think this plugin already exists (at least on L4D1)
https://forums.alliedmods.net/showthread.php?p=1170674 |
Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
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Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
I got a bug today, was playing a custom campaign (Dark Carnival Remix - Chapter 2) and after the door was unlock, displayed a message about "Tank Demolition", the door become Yellow, the tank didn't appeared and i couldn't close the door
I was playing with bots, myself and another player (on idle state) Just reporting I'm using the "b" plugin |
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