[L4D1 & L4D2] Tank anti-stuck (anti-block)
1 Attachment(s)
Description:
Intended for intensive game.Compatibility: - L4D1.Commands: Nothing. There are several service cmds in debug mode for test reasons only.Settings (ConVars): Using: Credits: Related topics:
ChangeLog (pre-release)
Donate Donates are very appreciated and welcomed for further inspiration, make me happy, and make next updates came out more often: |
Re: [L4D] Tank anti-stuck (anti-block)
Good work on this.
I've wanted a plugin like this for awhile to fix stuck tanks. Whether it was finales or other areas. This does the trick without having to manually do it. |
Re: [L4D] Tank anti-stuck (anti-block)
Great work.
I've been looking for a solution for a long time. I tested it on my l4d2 server and got no errors so far. I also use the pluguin supertanks ++ and it worked well. Thank you for sharing your work. :bacon!::bacon!: |
Re: [L4D] Tank anti-stuck (anti-block)
2.0 (05-May-2019)
- Collision with another clients (include other tanks) is now not considered as stuck. - Fixed case when TR_DidHit() could return wrong result due to extracting info from global trace. - Added "l4d_TankAntiStuck_dest_object" ConVar to control the destination, where you want to teleport tank to: (0 - next to current tank, 1 - next to another tank, 2 - next to player). By default: 1 (previously, it was: 2). - Added new violations (punishment is teleporting tank directly to player): 1. Punish the player who doesn't move (tank stucker / inactive player) 2. Punish the player who rush too far from the nearest tank (and thus, from the team, including team rush). Punishments are enabled by default. To disable, use below ConVars: - l4d_TankAntiStuck_idler_punish - l4d_TankAntiStuck_rusher_punish For detail adjustments, see more new ConVars in the thread. - Code optimization - Tank angry detection is improved - Tank stuck detection is improved to avoid false positives |
Re: [L4D] Tank anti-stuck (anti-block)
Good work on this.
It would be interesting if a similar plugin could be done with specials that get stuck and teleport them out of stuck spots. |
Re: [L4D] Tank anti-stuck (anti-block)
After update, Tank no longer teleport when stuck, only teleport to Idler so if tank stuck and survivors move around glitch spot (spot cause tank cant reach), tank cant reach them and dont teleport as long as survivors keep move around.
P/S: I enable only Tank teleport when stuck and teleport to Idler. And my bad English |
Re: [L4D] Tank anti-stuck (anti-block)
Technically, that doesn't mean "stuck inside another model".
However, I will change the detection method (and add additional ConVar) in the next version when I will have enough free time. |
Re: [L4D] Tank anti-stuck (anti-block)
using this with mutant tank plugin. On dark carnival finale with multiple tanks, sometimes they get stuck in the upper room, can it be fixed? thanks
|
Re: [L4D] Tank anti-stuck (anti-block)
What is behaviour of that tank, does he stay in one place without any moving and does not collide with other objects?
|
Re: [L4D] Tank anti-stuck (anti-block)
For now, use previous version if you have it. I can send you in the evening. Until i make combined version
|
All times are GMT -4. The time now is 03:44. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.