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[l4d2] Ready Up v3.3.2 [06/24/2014] [Major Update]


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Author
Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Plugin ID:
3516
Plugin Version:
1.0
Plugin Category:
General Purpose
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    5 
    Plugin Description:
    Prevents players from exiting the safe-room until all players have connected and are ready. All features can be disabled so that its only function is providing forwards usable by other plugins.
    Old 02-08-2013 , 10:48   [l4d2] Ready Up SM1.11+ v1.0 (July 6, 2024)
    Reply With Quote #1

    Installation Instructions
    Place readyup_ns.smx into your /plugins/ folder.
    Place readyup.cfg , structures.cfg , and maplist.cfg in your /configs/readyup/ folder.

    Structures placed in the structures.cfg file can be deleted or added to the map, and there are a few other configuration options outlined in the config file.

    Edit the readyup.cfg to set the behaviour of the readyup plugin; you can set this plugin so that it doesn't do any game play modifications and only fires its forwards/natives.

    Finally, edit maplist.cfg and add any non-vanilla campaigns using the format provided; readyup uses the first and last maps in a campaign to determine the state of the campaign.




    Modules
    Ready Up is comprised of a core plugin; Ready Up, as well as several optional modules.
    Modules use the functions defined by the core plugin to extend its functionality.
    Modules can require other modules, or simply work stand-alone, provided the core plugin still exists.
    The design is in place to allow server owners to pick and choose what features they want.

    Player Plus!




    Module Development
    Module development is made easy with Ready Up, with the core plugin doing most of the leg work for you. If you're looking to create a module, the easiest way to get started is to take a look at how I've developed the current modules. With Ready Up, you can register custom commands, so that server owners can define the command string itself in a config file, without ever needing to edit the source code. For a full list of the custom functions, check out the .../include/readyup.inc file.




    Description
    This plugin is designed to prevent survivor players from leaving the safe-room prior to all clients loading into the game. Its actual features can be disabled so that the plugin only provides the unique forwards which can be used by other plugins. After all clients have loaded, an optional "ready up" phase begins.


    Ready Up v3.x uses gametype-specific configs to load variables, making it even more flexible for servers that run multiple gametypes. The list of variables in the core plugin are listed below. This is a direct excerpt from the /configs/readyup/versus.cfg. If you wish to add configs for other gametypes, simply place as many configs in the folder as gametypes you wish to support. If I wanted to add coop for example, I would create /configs/readyup/coop.cfg.



    Configs:
    Configs for Ready up and its modules are found in the .../configs/readyup/ directory. A config is not generated in the .../cfg/sourcemod/ directory.



    For Developers:
    I've constructed the archive exactly as needed for development purposes. Simply extract it and place the appropriate sourcemod development files into the /scripting/ and /scripting/include/ folders.
    The following are the calls available in the readyup.inc

    Spoiler
    Attached Files
    File Type: sp Get Plugin or Get Source (readyup_ns.sp - 331 views - 81.2 KB)
    File Type: smx readyup_ns.smx (34.4 KB, 224 views)
    File Type: cfg readyup.cfg (3.7 KB, 273 views)
    File Type: cfg maplist.cfg (1.9 KB, 243 views)
    File Type: cfg structures.cfg (4.8 KB, 244 views)
    __________________
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    Last edited by Skyy; 07-06-2024 at 11:41. Reason: update to new syntax
    Skyy is offline
    chatyak
    Senior Member
    Join Date: Aug 2011
    Old 02-11-2013 , 15:16   Re: [ L4D2 ] Ready Up v2.1
    Reply With Quote #2

    Inside the zip folder, there is only logs/scripting/translations - and inside of scripting is a "compiled" folder. Do I upload the compiled folder "as is"... or simply remove the .smx plugin and upload that into the plugins folder?

    EDIT: I went ahead and extracted the .smx from the compiled folder and uploaded that separately into the plugins folder. Showing as loaded/working in sm plugins list.

    Last edited by chatyak; 02-11-2013 at 15:24.
    chatyak is offline
    chatyak
    Senior Member
    Join Date: Aug 2011
    Old 02-13-2013 , 14:25   Re: [ L4D2 ] Ready Up v2.1
    Reply With Quote #3

    Is someone able to let me know what's wrong with my settings? This is my config file below, yet even when everyone is in "ready" mode - nobody can move and rdyup does not end.

    Quote:
    // This file was auto-generated by SourceMod (v1.4.5-dev)
    // ConVars for plugin "readyup.smx"


    // The time to wait after ready up ends to force the checkpoint door to open.
    // -
    // Default: "20.0"
    readyup_checkpointdoor_forceopen "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.
    // -
    // Default: "60.0"
    readyup_connect_timeout "60.0"

    // If enabled, infected players will be frozen during the ready up period.
    // -
    // Default: "0"
    readyup_freeze_infected "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.
    // -
    // Default: "0"
    readyup_freeze_players "0"

    // If 0.0, all players MUST ready up to start, otherwise starts when all players have loaded, after this many seconds.
    // -
    // Default: "60.0"
    readyup_freeze_time "0.0"

    // If enabled, the hud will be hidden and the ready up period will last its entire time frame.
    // -
    // Default: "0"
    readyup_hidehud "0"

    // If enabled, alltalk will be enabled after a round ends and before ready up begins.
    // -
    // Default: "1"
    readyup_intermission_alltalk "1"

    // If enabled, the players still loading will be displayed in the menu panel, otherwise a hint text will display the number remaining.
    // -
    // Default: "0"
    readyup_loadingplayers_menudisplay "0"

    // If enabled, the round will start as soon as all clients have loaded, or the connection timeout (if applicable) is called.
    // -
    // Default: "0"
    readyup_norup "0"

    // If enabled, alltalk will be enabled after a round ends and until ready up ends. Overrides intermission alltalk if enabled.
    // -
    // Default: "0"
    readyup_pregame_alltalk "0"

    // If set to 0, there will not be a ready up period before the second round begins.
    // -
    // Default: "1"
    readyup_ready_halftime "1"

    // If enabled, players cannot use the spectate command.
    // -
    // Default: "1"
    readyup_spectator_disabled "1"

    // The time in seconds before the plugin forces spectators to be ready if they are not. Overridden if all non spectators ready up.
    // -
    // Default: "10"
    readyup_spectatorready_force "20"

    // If enabled, players can share their throwables with another player by shoving another survivor.
    // -
    // Default: "1"
    readyup_throwables "0"

    chatyak is offline
    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 02-24-2013 , 16:42   Re: [ L4D2 ] Ready Up v2.2
    Reply With Quote #4

    Hey; please don't delete your posts. You never know if someone else is having the same issue.
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    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 03-10-2013 , 21:37   Re: [ L4D2 ] Ready Up v2.3
    Reply With Quote #5

    If you are running Fortspawn 2 please be advised that you must use v2.3+ of this plugin.
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    pd35
    New Member
    Join Date: Mar 2013
    Old 03-15-2013 , 06:38   Re: [ L4D2 ] Ready Up v2.4
    Reply With Quote #6

    nice idea only where are the doors on the end of the game now i keep runners http://steamcommunity.com/sharedfile.../?id=132370605 print screen

    Last edited by pd35; 03-15-2013 at 10:52.
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    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 03-15-2013 , 15:22   Re: [ L4D2 ] Ready Up v2.4
    Reply With Quote #7

    Ready up isn't compatible with the [L4D2] Anti-Runner System

    However, I've written one that I feel is superior to it; it's the Locked End Of Map Saferoom module. It's included in the zip file and titled rum_antirush. If you have any problems let me know.
    __________________
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    Last edited by Skyy; 03-22-2013 at 02:28.
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    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 06-04-2013 , 01:15   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
    Reply With Quote #8

    Code:
    v2.6
    - optimized code
    - logs folder now creates and plugin shoots an error if it doesn't exists and fails to create the folder.
    - changed how safe room door protection is handled.
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    Mr. Man
    Veteran Member
    Join Date: Mar 2011
    Location: Huh?
    Old 06-22-2013 , 02:11   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
    Reply With Quote #9

    Skyy, do you have any plans to separate the preparation time for regular campaign and survival mode? When paired with fort spawner, this plugins's cooldown time for survival is a bit inadequate in that I have to set the same amount of time in survival as in campaign.

    For building servers, it might be more appropriate to set a separate, customizable time cvar for survival maps (i.e. 5 minutes before round starts).
    Mr. Man is offline
    Skyy
    AlliedModders Donor
    Join Date: Jan 2010
    Location: Toronto, Canada
    Old 06-22-2013 , 23:45   Re: [ L4D2 ] Ready Up v2.6 [Module Support] [6/02/13]
    Reply With Quote #10

    Hi There;

    I had never coded this in as an option, since I used my team manager plugin in conjunction with it, which then handled which config was loaded based on game type. However, if you're in a position where you would be unable to use team manager, I can always add in a cvar split for survival modes. (The perks to team manager having different configs completely for each game type that you list in its config file is you can completely change the value of all cvars, as in survival, you may want a continuous timer for ready up period where players cannot ready up and must wait the entire period, as forcing the ready up screen would make it difficult to build.)
    __________________
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    Last edited by Skyy; 06-22-2013 at 23:46.
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