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-   -   [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 | (https://forums.alliedmods.net/showthread.php?t=281305)

cravenge 04-08-2016 08:47

[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:
  • lockdown_system-l4d(2)_version (Default: 1.7)
    |Version of the plugin.|
  • lockdown_system-l4d(2)_announce [0 / 1] (Default: 1)
    |Enable/disable announcements made by the plugin?|
  • lockdown_system-l4d(2)_anti-farm_duration (Default: 150.0)
    |How long does the Anti-Farm system prevail?|
  • lockdown_system-l4d(2)_duration (Default: 30.0)
    |How long does the Lockdown system prevail?|
  • lockdown_system-l4d(2)_mobs [1 - 5] (Default: 2)
    |Amount of infected mobs to call upon the system's initialization.|
  • lockdown_system-l4d(2)_menu [0 / 1] (Default: 0)
    |Should we let players decide on which system should be applied when opening saferoom doors?|
  • lockdown_system-l4d(2)_tank_demolition [0 / 1] (Default: 1)
    |Allow/disallow the plugin to create a somewhat Sacrifice finale scenario where 3 tanks will be spawned?|
  • lockdown_system-l4d(2)_type [0 - 3] (Default: 0)
    |Type of Lockdown System: 0 = Random, 1 = Improved, 2 & 3 = Default|

Commands:
None. :3

Bugs:
None. :3

Installation:
  • Place the .smx file in SourceMod's plugin folder.

    (If reconfiguring, get the .sp file and place it in SourceMod's scripting folder. For the .inc file, place it in the include folder found inside.)

Notes:
  1. Plugin will no longer work on maps that are bugged or have the church guy entity.
  2. I have made 2 L4D2 versions: one that depends on Left 4 Downtown 2 extension (A) and the other that does not (B).

    Keep in mind that I will ignore bug reports that comes with the L4DT2 independent one unless it is about the systems malfunctioning.
  3. If you want a fix for the fourth map in Death Toll, just put this in a Stripper config file named after the map name.

    l4d_(vs_)smalltown04_mainstreet.cfg | c10m4_mainstreet.cfg

FAQ:
  1. The plugin does not work!
    - Kindly explain as to how the plugin failed to operate. I cannot help you if you do not provide any specific details.

Changelog:

01-26-2019
X First release.

01-30-2019
+ Prevented plugin from bugging out whenever the round restarts.
X Final release.

Sev 04-09-2016 11:40

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.

MasterMind420 04-09-2016 13:56

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...

maximus200 04-09-2016 20:39

Re: [L4D/L4D2] Anti-Runner System UPDATED
 
Quote:

Originally Posted by MasterMind420 (Post 2409409)
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...

Agree with all you said here this would be the ideal rusher fix if it could be made so the team in general sticks together. My only concern would be a scenario where the team is over halfway through the map gets attacked and is been crushed and nearly all the players are incapped. One player with some health remaining makes the decision it's better option to try run and make it to the saferoom than to try save the team and most probably go down too and fail the mission.So he runs off only to find so far ahead the anti rush plugin punishing him and forcing him back to his dying buddies and himself finally overwhelmed by the onslaught.
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.

MasterMind420 04-09-2016 20:58

Re: [L4D/L4D2] Anti-Runner System UPDATED
 
Quote:

Originally Posted by maximus200 (Post 2409550)
Agree with all you said here this would be the ideal rusher fix if it could be made so the team in general sticks together. My only concern would be a scenario where the team is over halfway through the map gets attacked and is been crushed and nearly all the players are incapped. One player with some health remaining makes the decision it's better option to try run and make it to the saferoom than to try save the team and most probably go down too and fail the mission.So he runs off only to find so far ahead the anti rush plugin punishing him and forcing him back to his dying buddies and himself finally overwhelmed by the onslaught.
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.

I may decide to do it once i'm done polishing Multiple Equipments. Maybe have it take into account if player is incap and how much health they have to determine whether or not to detach them from the distance limit...allowing them to either run for the saferoom or help the downed players. I've got some ideas

maximus200 04-14-2016 02:57

Re: [L4D/L4D2] Anti-Runner System UPDATED
 
Quote:

Originally Posted by cravenge (Post 2409555)
So I've seen and read everything, all you need is Ready Up plugin. I'm not done modifying it yet because I encountered some bugs when testing - assuming rusher (my brother) went too far and the plugin did its magic but sad to say my brother was teleported to an unaccessible area (out of map). I'm still trying to find a way to get the non-rusher's (me) distance and teleport the rusher to the non-rusher.

Sounds great although i'm not entirely sure teleporting players back is the way to go.
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.

MasterMind420 04-14-2016 13:08

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.

Pyc 05-17-2016 14:03

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
L 05/17/2016 - 21:01:34: [SM] Displaying call stack trace for plugin "anti-runner_system-l4d2.smx":
L 05/17/2016 - 21:01:34: [SM]  [0]  Line 191, anti-runner_system-l4d2.sp::OnPlayerUse()
L 05/17/2016 - 21:01:34: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 05/17/2016 - 21:01:34: [SM] Displaying call stack trace for plugin "anti-runner_system-l4d2.smx":
L 05/17/2016 - 21:01:34: [SM]  [0]  Line 191, anti-runner_system-l4d2.sp::OnPlayerUse()
L 05/17/2016 - 21:01:34: [SM] Native "IsClientInGame" reported: Client index 0 is invalid
L 05/17/2016 - 21:01:34: [SM] Displaying call stack trace for plugin "anti-runner_system-l4d2.smx":
L 05/17/2016 - 21:01:34: [SM]  [0]  Line 191, anti-runner_system-l4d2.sp::OnPlayerUse()


Pyc 05-18-2016 08:32

Re: [L4D/L4D2] Anti-Runner System UPDATED
 
you very fast answer and you always help
big thank's, you good man

Pyc 05-21-2016 10:06

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

Marcus101RR 06-07-2016 02:38

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...

cravenge 06-07-2016 10:19

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by Marcus101RR (Post 2425422)
Why is there a limit to how long the door can be opening? I like a good 2 Minutes wait time...

I don't quite get the meaning of what you're saying. Please explain further but briefly.

Marcus101RR 06-08-2016 17:37

Re: [L4D2] Lockdown System
 
Doesn't work for l4d1, k thanks.

Marcus101RR 08-07-2016 19:38

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?

Emilio3 11-24-2016 04:11

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

Emilio3 11-26-2016 13:43

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by cravenge (Post 2472757)
Update (2.4)
: Choosing menu added.
: New syntax.
: Bug fixes.

thanks Cravenge now is to much better
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

Emilio3 11-28-2016 21:34

Re: [L4D/L4D2] Lockdown System
 
thanks for this update Cravenge

hikarusen 12-26-2016 19:24

Re: [L4D/L4D2] Lockdown System
 
c10m3 door bug
c10m4 door bug

cravenge 12-26-2016 20:07

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by hikarusen (Post 2480767)
c10m3 door bug
c10m4 door bug

By default, the map with the church guy in the saferoom is excluded due to the bugs it produces. I've also encountered the saferoom not opening glitch in the main street map. I'll check it now.

hikarusen 12-28-2016 16:30

Re: [L4D/L4D2] Lockdown System
 
thanks ! i like u plugin's , this plugin a good idea & Rescue Vehicle ETA

AzureStars 02-04-2017 17:24

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.

:(

zaviier 08-02-2017 06:51

Re: [L4D/L4D2] Lockdown System
 
i can't use this to my server, get bug...
when next round, my server get crash :(
help

zaviier 08-02-2017 11:33

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

Psyk0tik 09-26-2017 15:07

Re: [L4D/L4D2] Lockdown System
 
When will the c10m4 saferoom be fixed? Maybe just disable it for that map?

Psyk0tik 09-29-2017 22:17

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.

Striker black 12-19-2017 15:21

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

Striker black 12-19-2017 17:41

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

eziosid 12-20-2017 07:23

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by Striker black (Post 2567129)
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

hello sir tested this with no mercy map 1 and round not end after reaching safe room all survivors in safe room but round not end just removed plugin and all fine but goal safe room door is
open :cry:

Psyk0tik 12-20-2017 12:37

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by cravenge (Post 2567248)
Attention to other users who posted their own version, I am happy that you tried to fix the bugs I missed for so long but I'm afraid you must remove them once I post the update.

Got it. I'm subscribed to this thread anyway so I'll do that as soon as I get an email about your update. :)

emsit 01-19-2018 15:26

Re: [L4D/L4D2] Lockdown System
 
1 Attachment(s)
Here is my fixed version for c10m4_mainstreet.

Jerichoholic Ninja 01-25-2018 06:36

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by cravenge (Post 2409095)
Systems:
  1. Lockdown - Makes a countdown timer to make players wait for the door to open while fighting zombies.

Could you also make it spawn SI?

WhatsAnName 06-10-2018 19:06

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

Psyk0tik 06-10-2018 19:09

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by WhatsAnName (Post 2596308)
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

The main post has an attachment called "glow.inc" and you have to put that in addons/sourcemod/scripting/include so you can compile the .sp file. Also, my Anti-Speedrunner System already has an improved version of the Lockdown system along with a ton of features.

WhatsAnName 06-10-2018 20:04

Re: [L4D/L4D2] Lockdown System
 
Quote:

Originally Posted by Crasher_3637 (Post 2596309)
The main post has an attachment called "glow.inc" and you have to put that in addons/sourcemod/scripting/include so you can compile the .sp file. Also, my Anti-Speedrunner System already has an improved version of the Lockdown system along with a ton of features.

ah thanks man it compiled now

Alex101192 12-21-2018 13:20

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.

cravenge 01-25-2019 19:41

Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
 
A big overhaul has been made! Kindly check the main post!

Marttt 01-25-2019 20:28

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

axelnieves2012 01-26-2019 00:13

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

cravenge 01-26-2019 03:49

Re: [L4D / L4D2] Lockdown System | 1.69 [Final] : Jan. 26, 2019 |
 
Quote:

Originally Posted by Marttt (Post 2636642)
[...]

Oh, I forgot about that.

Quote:

Originally Posted by axelnieves2012 (Post 2636656)
[...]

Yes, I know that. But this one is better and is also less buggy than that.

Marttt 01-26-2019 07:23

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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