[L4D2]Character_manager (1.4.1 - 22/09/2019 )
4 Attachment(s)
A plugin that sets bots to least used survivor character in selected set when spawned(by default).
Git Commits BigThanks to Spirit12 for survivor set dhook function and signiture! https://forums.alliedmods.net/showpo...6&postcount=33 Code:
Optional Passing fix plugin:l4d2_character_manager.cfgCVARS: PHP Code:
[L4D2] Real Zoey UnlockInstallation: DO NOT click 'Get Plugin' or it will fail to compile because this plugin requires DHooks! |
Re: [L4D2]Character_manager
Good work.
Only problem is as I've always seen with these types of plugins is they don't keep track of clones. So if someone picks a different character, the bot clone won't be changed to the character who isn't the clone. The only time clones should exist is if the human players choose and have more than one of the same character, x2 Zoey or whoever. The plugin should always try to make sure the bots constantly switch to none cloned characters. Without a character select, this is course a non issue. However with a character select, it is. |
Re: [L4D2]Character_manager
That is already in the plugin thread.
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if there were 16 survivors there would be 2 of each! I'm not going to workaround plugins that cause the problems. |
Re: [L4D2]Character_manager
+1 for being one of the first plugins to work with the Real Zoey Unlock plugin.
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Re: [L4D2]Character_manager
Damn thanks Lux this is what I need. Even I used forceset but bots keep auto choosing clone when a player join. I only host 8-person co-op local server, hope this will fix it
Anyway can I use this plugin without (forceset or vpk or stripper), or do I still choose zoey_unlock.smx along with 1 of 3 ( forceset or vpk or stripper)? |
Re: [L4D2]Character_manager
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Optional Windows requirements: however you don't need clone bug fixes if you use 1 of each character besides ammo packs i think. e.g. witch targets everyone, chargers hit everyone ect. I run 8 player coop with one of each and i don't use any of these bug fixes |
Re: [L4D2]Character_manager (1.1 - 08/08/2018 )
Updated to 1.1
Added Identity fix in plugin. Added more checks incase of other plugins -_- Added AdaWong Support for Identity fix (not auto modeling) |
Re: [L4D2]Character_manager (1.1 - 08/08/2018 )
I've just installed and still working with it so bear with me, if I understand correctly we shouldn't be using forceset as well as of course Survivor Identity Fix since that's now included in the plugin?
Right now I'm working on "Docks" and I still have 2 Louis's, 2 Bills, 2 Zoeys etc., I do also have your Model Changer installed and working with that too... |
Re: [L4D2]Character_manager (1.1 - 08/08/2018 )
The forceset plugin is optional and it basically sets survivor_set to 2 on all the official L4D1 campaigns. If you don't have any mods or plugins that does the same thing, then I would recommend using this plugin with forceset.
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Re: [L4D2]Character_manager (1.1 - 08/08/2018 )
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sm plugins listUpdate: It's working now, no more duplicates. I'm using the "l4d2_survivorset 2.vpk" but didn't have it in the client /addons folder just in the server /addons folder. I'm using forceset. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
Updated to 1.1.1
Added extra check for adawong naming seems to fail somehow :O |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
So, my current updated list is below but I've found that using forceset along with current Downtown2 as is described in the first option, does not work for me, it causes duplicates, probably due to forceset being outdated. However, using the .apk file in the 2nd option DOES work.
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sm plugins list |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
The downtown in the post is currently maintained by spirit12, most other forks are not.
Downtown may fail in the future however vpk should never fail unless you have addons that change the same file causing conflicts. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Besure to send any error logs and console logs with errors regarding that. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
Not sure what happened, but the latest L4D2 client update seems top have messed things up again, I'm back to getting duplicates, not sure what to make of it.
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
Still works fine for me no idea how a clientupdate can do that?
Have you let gamedata of sourcemod update? dunno if there was any changes needed https://media3.giphy.com/media/13Qumr2SLqrl5e/giphy.gif |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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I'm having a particular tough time getting Yama for one to work without duplicates... Yama is a no go for me, tried 6 ways to Sunday to get this to work, through. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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or Use downtown whichever downtown works seems downtown has problems as usual? (or it could be you?) Quote:
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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I'm in the middle of packing for a move, I need a nap. The thread is fine, maybe some clarification but overall is fine. Thing is, many custom maps work fine for me, e.g. Silent Hill is fine, great map btw and there are others, deadbeforedawn2_dc, Urban Fight, Warcelona (I think, I'll check again) many more, just don't get why Yama doesn't. I'm using all of Spirit_12's current updated Downtown2 (No-slots), L4DToolZ, Defib Fix and L4D2 8+ Players Bugfixes I've found that I need to have the l4d2_survivorset 2.vpk in the client /addons folder also to have unique characters in maps such as Docks etc. and this is with NOT using Identity Fix, Passing Fix nor forceset, just the aforementioned .apk and the 8playerstalkerfix.vpk (not in client /addons folder) How do we edit the .vpk's for the Mission.txt to save? I have GCFScape and I've associated the .vpks to open with it but I'm not sure as to how to edit and save within it...(nvm, grabbing authoring tools etc.) |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
You want to implement the hook directly into the plugin with Dhooks? I can easily create a little snippet for you, if you want to remove the reliance on L4Downtown2.
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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So, I used Authoring tools, extracted root l4d_yama.vpk files to outside temp folder, edited the Yama.txt missions file to ["survivor_set" "2"]then saved, repacked using vpk.exe and now have all 8 survivors... http://i306.photobucket.com/albums/n...5-37-04-94.png I don't have Character Manager loaded yet. I'm not sure what would be easier, edit all of the custom maps that need it or add the appropriate entries to your existing Survivor set 2 .vpk assuming that's possible. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Sure that would be nice, i thought about using dhooks for it, but i don't use downtown just vpk :P That would be easier for people to install! For me 8 survivors i only use survivor_set 2 because it stops the clone bugs ect ->GetNamedSurvivor()// silvers said. something like that for the !zoey !coach targeting that the witch charger ect use to trigger stuff :P |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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I'll post the code tonight. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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looking forward to what you both come up with. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
I had 200 custom campaigns at one point and it took me hours just to make sure survivor_set is set to 2 for all of them.
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
2 Attachment(s)
I've got 100+ on mine as well. Changing this on every map can be a big hassle.
Anyway, here is what I promised before. I ported the L4Downtown2 forward to plugin by using DHooks Detour. PHP Code:
This is how you can use the forward, if you want to keep it separate. PHP Code:
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Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Nice! dunno if the forward is needed but ill just link the post in the thread! Ill think about it, should i merge it? would that be ideal? |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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On the flip side. Why do you need the survivor_set to be 2? You can easily code around that part as native will tell you what survivor set is default. I think you should improve the plugin to where you are not forced to using new survivors on all maps. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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the game its self puts people to the least used survivor between 0-3 survivors, i just enable it to do all 0-7, survivorset 1 does not really benefit from this plugin. On another note i could make it start from l4d1 survivors or l4d2 survivors first dunno ill see about it later. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Update 1.3.1 Added: PHP Code:
Requires Dhooks peace-maker's fork removed survivor_set vpk Enjoy. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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I'm getting duplicates on Docks with this, why? For now, going back to the .vpk and previous CM. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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I have noidea why. |
Re: [L4D2]Character_manager (1.1.1 - 14/08/2018 )
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Just testing on Docks atm, without old CM enabled, and using the .vpk on server and client, I get all 8 unique characters. Interesting to see if this new version of CM at all conflicts with Merudo's Survivor Chat Select 1.6.1 cvar, PHP Code:
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