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-   -   [l4d2] Ready Up Complete v1.9.1 (Updated 11/21/2012) (https://forums.alliedmods.net/showthread.php?t=197435)

Skyy 10-02-2012 18:17

[l4d2] Ready Up Complete v1.9.1 (Updated 11/21/2012)
 
2 Attachment(s)
Description
This is the final release of this plugin.
First, to note, the "competitive" mode has been removed, as it was an idea that really wasn't developed, and if it ever were to be, should
be done as its own plugin.

Ready Up provides several unique forwards, which I created to use with several of my plugins, but other people may find a use for them
as well. There are cvars that let you turn off every feature that the plugin provides, if your only desire is to use those forwards. However
since my plugins use these forwards, please remember that this plugin is required for use with them. If you're considering downloading
skyrpg1, skyrpg2, or team manager, that you'll need this plugin as well.

There are several ways to handle the ready up phase. You can choose to have it display the players who are still loading in a panel-style
format or to display the number of players connecting in a hint message. Either way, the time remaining (unless no time is set) will also
be displayed. You can opt to show a panel with the players who are loading, ready, not ready, and spectators, where players can either
type commands to ready/unready, or press '3' to toggle their states, you can also choose to hide the menu and force players to wait
the entire ready up period, or the ready up phase can be skipped completely. Whether or not ready up occurs during the second-half is
also up to you.

How ready up affects players is up to you, generally. You can choose to either lock the saferoom door or freeze the survivors in place
during the ready up period. However, on the first map of every campaign, survivors are frozen in place regardless of the config settings
since there is no safe room on the start maps.

Installation Instructions, Dependencies
Prodigy Sim's L4D2 Direct
SDKHooks

number of archive downloads before last update: 116
number of binary downloads before last update: 70

Simca 10-09-2012 11:42

Re: [l4d2] Ready Up Complete
 
Does this plugin need l4d2 direct gamedata?

Skyy 10-09-2012 12:00

Re: [l4d2] Ready Up Complete
 
I'm actually not sure if l4d2_direct uses its gamedata file anymore. If it does, then yes, otherwise no.

Simca 10-13-2012 02:12

Re: [l4d2] Ready Up Complete
 
Can you implement pause feature?

blackdevil72 10-18-2012 15:14

Re: [l4d2] Ready Up Complete
 
Can you do an installation instruction please ?

bl4nk 10-18-2012 16:01

Re: [l4d2] Ready Up Complete
 
Installation:
Drag and drop!

ConVars from plugin:
PHP Code:

    g_CompetitionMode            CreateConVar("readyup_competition_mode","0","If set to 0, competition mode will not be turned on. If on, second half ready is forced.");
    
g_SecondHalfReady            CreateConVar("readyup_ready_halftime","1","If set to 0, there will not be a ready up period before the second round begins.");
    
g_ConnectionTimeout            CreateConVar("readyup_connect_timeout","60.0","If 0.0, all players must have loaded for ready up to start, otherwise forces ready up after this many seconds, even if all players are not fully loaded.");
    
g_FreezeTime                CreateConVar("readyup_freeze_time","60.0","If 0.0, all players MUST ready up to start, otherwise starts when all players have loaded, after this many seconds.");
    
g_NoReadyUp                    CreateConVar("readyup_norup","0","If enabled, the round will start as soon as all clients have loaded, or the connection timeout (if applicable) is called.");
    
g_HideHUD                    CreateConVar("readyup_hidehud","0","If enabled, the hud will be hidden and the ready up period will last its entire time frame.");
    
g_RoundAllTalk                CreateConVar("readyup_intermission_alltalk","1","If enabled, alltalk will be enabled after a round ends and before ready up begins.");
    
g_ReadyAllTalk                CreateConVar("readyup_pregame_alltalk","0","If enabled, alltalk will be enabled after a round ends and until ready up ends. Overrides intermission alltalk if enabled.");
    
g_FreezePlayers                CreateConVar("readyup_freeze_players","0","If enabled, players are frozen during ready up. If not, the door is locked until ready up ends. Players are always frozen on the first map of a campaign.");
    
g_ForceSpectatorReadyDelay    CreateConVar("readyup_spectatorready_force","10","The time in seconds before the plugin forces spectators to be ready if they are not. Overridden if all non spectators ready up.");
    
g_DisplayLoadingPlayersMenu    CreateConVar("readyup_loadingplayers_menudisplay","0","If enabled, the players still loading will be displayed in the menu panel, otherwise a hint text will display the number remaining.");
    
g_DisableSpectator            CreateConVar("readyup_spectator_disabled","1","If enabled, players cannot use the spectate command."); 

Configurable in the /cfg/sourcemod/readyup.cfg file that's created when the plugin's loaded.

blackdevil72 10-18-2012 16:10

Re: [l4d2] Ready Up Complete
 
Thx fot trolling o/

but it is not working for me even with simple drag and drop =) so I think I missed something when installing, so I asked for some detail installation instructions.

Skyy 10-24-2012 21:26

Re: [l4d2] Ready Up Complete
 
Thanks for the emails, and other bugs/comments reported on the google code page in my absence.
Pretty much all of these features have been implemented.

Also, thanks to blackdevil for the french translations.

gajo0650 10-26-2012 11:12

Re: [l4d2] Ready Up Complete
 
readyup.sp compile error..:cry:

img attached.
http://cfile235.uf.daum.net/original...508AA753193743

Quote:

sourcemod-1.5.0-hg3667, mmsource-1.10.0-hg803, sdkhooks-2.2.0-dev-hg205, etc...dev ver

Skyy 10-26-2012 12:37

Re: [l4d2] Ready Up Complete
 
You failed to follow the directions in the OP, ergo compile errors, ergo you should just download the compiled binary instead.


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