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[L4D(2)] SuperVersus [1.5.4]


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xioSlayer
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Join Date: Apr 2011
Old 04-04-2012 , 21:53   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #941

Quote:
Originally Posted by Xipher View Post
Can anyone tell me if there is a way to limit the amount of bots spawned?

I'd like to have an 8 person server, but never have bots if more than 3 people join. Sort of want it to function like a traditional server where there are 4 slots, and the bots fill those slots so there is always at least 4 people, but once there are 4 people or more, no need for bots.

I'm really only using this for co-op and survival, its fun, but, I don't really want the extra bots, I just want the extra slots, you know?

Players + was supposed to do this, but I think the author gave up on it because it was crashing. sorry I couldn't be of more help. If you know how to code though maybe you could try to work with him on his project.
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Marcus101RR
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Join Date: Aug 2009
Location: Tampa, FL
Old 04-05-2012 , 00:47   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #942

Quote:
Originally Posted by Xipher View Post
Can anyone tell me if there is a way to limit the amount of bots spawned?

I'd like to have an 8 person server, but never have bots if more than 3 people join. Sort of want it to function like a traditional server where there are 4 slots, and the bots fill those slots so there is always at least 4 people, but once there are 4 people or more, no need for bots.

I'm really only using this for co-op and survival, its fun, but, I don't really want the extra bots, I just want the extra slots, you know?
Try this version, set the survivor limit to 4, and tell your players to use !join command to join. I creates a new player, but bots stays 4.
http://forums.alliedmods.net/showpos...&postcount=932
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Last edited by Marcus101RR; 04-05-2012 at 00:55.
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Sev
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Join Date: May 2010
Old 04-08-2012 , 16:04   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #943

Quote:
Originally Posted by Marcus101RR View Post
Try this version, set the survivor limit to 4, and tell your players to use !join command to join. I creates a new player, but bots stays 4.
http://forums.alliedmods.net/showpos...&postcount=932
This version is perfect except it sometimes kicks everyone out of the server for no reason usually after the first map.

SM Native Killtimer Reported: Invalid Timer Handle Error 4

SM Displaying call stack trace for plugin l4dsuperversus.smx

Attach::Event_Round End.
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Marcus101RR
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Old 04-08-2012 , 19:48   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #944

Quote:
Originally Posted by Sev View Post
This version is perfect except it sometimes kicks everyone out of the server for no reason usually after the first map.

SM Native Killtimer Reported: Invalid Timer Handle Error 4

SM Displaying call stack trace for plugin l4dsuperversus.smx

Attach::Event_Round End.
I'll try to repair that, looks like its trying to initiate the kicking but, it shouldn't unless the timer is INVALID.
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Sev
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Old 04-09-2012 , 20:50   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #945

Quote:
Originally Posted by Marcus101RR View Post
I'll try to repair that, looks like its trying to initiate the kicking but, it shouldn't unless the timer is INVALID.
I discovered that when loading the server then changing the map. The crash/kick doesn't seem to occur from then on out. Including when loading a new campaign on completion.

So whatever it is, it seems to happen on any first map after completion without a map/campaign change first.

EDIT: NVM it did crash/kick on map 2 after a successful first map of play. Wonder what it is.

Last edited by Sev; 04-09-2012 at 23:28.
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Marcus101RR
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Old 04-09-2012 , 23:37   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #946

Quote:
Originally Posted by Sev View Post
I discovered that when loading the server then changing the map. The crash/kick doesn't seem to occur from then on out. Including when loading a new campaign on completion.

So whatever it is, it seems to happen on any first map after completion without a map/campaign change first.

EDIT: NVM it did crash/kick on map 2 after a successful first map of play. Wonder what it is.
Can you give me a full error?
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Sev
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Old 04-10-2012 , 11:57   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #947

Quote:
Originally Posted by Marcus101RR View Post
Can you give me a full error?
PHP Code:
L 04/09/2012 23:22:25: [SMNative "KillTimer" reportedInvalid timer handle 0 (error 4)
L 04/09/2012 23:22:25: [SMDisplaying call stack trace for plugin "l4d_superversus.smx":
L 04/09/2012 23:22:25: [SM]   [0]  Line 776, /home/groups/alliedmodders/forums/files/5/8/4/6/9/101594.attach::Event_RoundEnd()
L 04/09/2012 23:22:25: [SMPlugin encountered error 15: Array index is out of bounds
L 04
/09/2012 23:22:40: [SMDisplaying call stack trace for plugin "l4d_superversus.smx":
L 04/09/2012 23:22:40: [SM]   [0]  Line 776, /home/groups/alliedmodders/forums/files/5/8/4/6/9/101594.attach::Event_RoundEnd()
L 04/09/2012 23:22:40: [SMPlugin encountered error 15: Array index is out of bounds
 04
/09/2012 23:23:01Info (map "c5m1_waterfront") (file "errors_20120409.log")
L 04/09/2012 23:23:01: [SMNative "KillTimer" reportedInvalid timer handle 0 (error 4)
L 04/09/2012 23:23:01: [SMDisplaying call stack trace for plugin "l4d_superversus.smx":
L 04/09/2012 23:23:01: [SM]   [0]  Line 776, /home/groups/alliedmodders/forums/files/5/8/4/6/9/101594.attach::Event_RoundEnd() 
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Marcus101RR
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Old 04-10-2012 , 15:53   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #948

Uploaded a new version, see if that fixes it for you?
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Sev
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Old 04-11-2012 , 16:11   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #949

Quote:
Originally Posted by Marcus101RR View Post
Uploaded a new version, see if that fixes it for you?
If you updated it from this post below. Then nope, gave it a shot this morning and kicked after a round on Parish 1.

I mean to be fair it could be something else causing it but I've always had problems with any version of Superversus. The thing is this version is very good beside that because it does work for the most part.

Quote:
Originally Posted by Marcus101RR View Post
Here is the version I have, this is a bit different than the original version:

New Commands:
!changeteam - Opens Team Panel with Selecton (Alt)
!teams - Opens Team Panel with Selecton
!join - Join Survivor Team (If N/A, Spawn New Player)
!infected - Join Infected Team
!survivor - Join Survivor Team (If Bot Available)
!spectate - Join Spectator Team
!afk - Join Spectator Team (Alt)

New Features:
Survivor Mass Fix - Fixed Extra Bot Spawns on round start.
Infected Versus - Auto Infected on Versus just like Left 4 Dead 2 (L4D Only)
Tank HP Fix - Correctly Apply Tank HP on Survivor Count.
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Marcus101RR
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Old 04-11-2012 , 19:30   Re: [L4D(2)] SuperVersus [1.5.4]
Reply With Quote #950

Quote:
Originally Posted by Sev View Post
If you updated it from this post below. Then nope, gave it a shot this morning and kicked after a round on Parish 1.

I mean to be fair it could be something else causing it but I've always had problems with any version of Superversus. The thing is this version is very good beside that because it does work for the most part.
I have been using this since I coded it and I have not had a crash yet, I uploaded a new version again which I hope this time is fixed. If not, post me the error log for that plugin.
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