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-   -   [L4D, L4D2] No Death Check Until Dead (https://forums.alliedmods.net/showthread.php?t=142432)

kooper990 02-05-2021 10:04

Re: [L4D, L4D2] No Death Check Until Dead
 
A revival thread. This plugin causing survivors spawn bug where the map existent is gone, meaning there is only void. I will disable and not use this plugin until it gets a fix

kooper990 06-08-2021 11:28

Re: [L4D, L4D2] No Death Check Until Dead
 
I know this is a dead plugin, but I want to point out a major bug with this. With mere bad luck, all survivors will spawn out of the saferoom and out of the map after map transition. On survival, the game brings up the result screen, forcing a restart of the session after few seconds.

KRUTIK 08-07-2021 04:07

Re: [L4D, L4D2] No Death Check Until Dead
 
I have an old version of the plugin 1.0 on my servers and everything works fine, for two years now.

ZBzibing 11-24-2021 16:13

Re: [L4D, L4D2] No Death Check Until Dead
 
Code:

05:03:08 [SM] Exception reported: Invalid convar handle 0 (error 4)
05:03:08 [SM] Blaming: test\l4d_2_deathcheck 1.5.6.smx
05:03:08 [SM] Call stack trace:
05:03:08 [SM]  [0] GetConVarInt
05:03:08 [SM]  [1] Line 49, I:\L4D\l4d_2_deathcheck 1.5.6.sp::OnConfigsExecuted

I tested in L4D1 and the game will not end after the player dies.
I can only use the old version a few years ago, and it still works normally

eyal282 03-11-2022 05:12

Re: [L4D, L4D2] No Death Check Until Dead
 
Does this version fix the fact that !takeover can end a round?

Shao 03-11-2022 11:13

Re: [L4D, L4D2] No Death Check Until Dead
 
Just wanted to share that much of the plugins found here wouldn't work for me as they caused spawning issues, however there is one version from Dragokas here that actually works flawlessly and so I thought of sharing it since the post is rather specific to find.

https://forums.alliedmods.net/showpo...8&postcount=10

NoroHime 03-18-2022 05:02

Re: [L4D, L4D2] No Death Check Until Dead
 
Quote:

Originally Posted by Psyk0tik (Post 2594497)
If you want the bots to continue on without human players, just put these in your server.cfg.

Code:

sm_cvar sb_all_bot_game 1
sm_cvar allow_all_bot_survivor_team 1

If you want the bots to pick up melee weapons or adjust how many survivors can have a melee weapon at once (Example: if the cvar is set to 6 and 4 survivors have melee weapons, then only 2 bots will pick up a melee weapon), put these in your server.cfg as well.

Code:

sm_cvar sb_max_team_melee_weapons 4 // Adjust this to your desired amount
sm_cvar sb_melee_approach_victim 0

If you want the bots to act a little less retarded, put these in your server.cfg as well.

Code:

sm_cvar sb_allow_shoot_through_survivors 0
sm_cvar sb_allow_leading 1
sm_cvar sb_battlestation_human_hold_time 2
sm_cvar sb_sidestep_for_horde 1
sm_cvar sb_toughness_buffer 40
sm_cvar sb_temp_health_consider_factor 0.75
sm_cvar sb_friend_immobilized_reaction_time_normal 0.001
sm_cvar sb_friend_immobilized_reaction_time_hard 0.001
sm_cvar sb_friend_immobilized_reaction_time_expert 0.001
sm_cvar sb_friend_immobilized_reaction_time_vs 0.001
sm_cvar sb_separation_range 150
sm_cvar sb_separation_danger_min_range 150
sm_cvar sb_separation_danger_max_range 600
sm_cvar sb_escort 1
sm_cvar sb_transition 0
sm_cvar sb_close_checkpoint_door_interval 0.25
sm_cvar sb_max_battlestation_range_from_human 200
sm_cvar sb_battlestation_give_up_range_from_human 500
sm_cvar sb_close_threat_range 250
sm_cvar sb_threat_close_range 250
sm_cvar sb_threat_very_close_range 250
sm_cvar sb_threat_medium_range 500
sm_cvar sb_threat_far_range 1000
sm_cvar sb_threat_very_far_range 2000
sm_cvar sb_neighbor_range 200
sm_cvar sb_follow_stress_factor 100
sm_cvar sb_locomotion_wait_threshold 2
sm_cvar sb_path_lookahead_range 1000
sm_cvar sb_near_hearing_range 1000
sm_cvar sb_far_hearing_range 2000
sm_cvar sb_combat_saccade_speed 2000


most precious information on this thread i got

eyal282 04-17-2023 05:06

Re: [L4D, L4D2] No Death Check Until Dead
 
I am almost certain this causes a bug where the first chapter may infinitely repeat itself after transferring. I imagine "scenario_end" causes this. scenario_end happens to be useless, as it's enough to turn the death check to 0 to end the chapter.


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