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[L4D2] Anti Safe Room Breach ( V1.3, 2024/Mar/25 )


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Author
eyal282
Veteran Member
Join Date: Aug 2011
Plugin ID:
5624
Plugin Version:
1.4
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Disallows special infected from breaching into safe room by preventing them from spawning nearby the safe room door.
    Old 05-15-2017 , 14:59   [L4D2] Anti Safe Room Breach ( V1.3, 2024/Mar/25 )
    Reply With Quote #1

    Left4Dhooks [REQUIRED]

    The plugin when the cvar is set to 1 blocks players from spawning near safe room door, preventing them from exploiting a bug that allows them to "teleport" to inside.

    There is only one cvar, which is "l4d2_anti_breach".
    When the cvar is set to 0, the plugin is disabled.
    When the cvar is set to 1 ( or above... ), the plugin is enabled.

    Changelog:

    Code:
    V1.0 ( 15/5/2017 ):
    
    Plugin released.
    
    V1.1 ( 16/5/2017 ):
    
    Removed the game data file and replaced it to blocking spawn. Thanks!
    Changed minimum distance from a constant value to be proportionate to the speed of the player.
    
    V1.2 ( 20/5/2017 ):
    
    Fixed something problematic with the code ( infinite looping... )
    
    V1.3 ( 21/5/2017 ):
    
    Optimization of code
    
    V1.4 ( 25/3/2024 )
    
    Reliance on Left4Dhooks for even more optimized code.
    Other than tutorials, I took some of the code from these locations:
    1. Locating all entities that exist from Silvers' response to my question.
    1. The classname of the safe room door from l4d_loading.

    Please comment if you find any problems with the plugin.

    This plugin is slightly abandoned as I cannot find issues with it, take a look here for one that its editor said it is better:

    https://forums.alliedmods.net/showpo...3&postcount=23
    Attached Files
    File Type: sp Get Plugin or Get Source (AntiBreach.sp - 0 views - 2.4 KB)

    Last edited by eyal282; 03-24-2024 at 21:43. Reason: Version 1.4
    eyal282 is offline
    s.m.a.c head
    Senior Member
    Join Date: Apr 2012
    Location: Liverpool
    Old 05-16-2017 , 11:02   Re: [L4D2] Anti Safe Room Breach ( Anti Spawn Near Door )
    Reply With Quote #2

    stops SI spawning in the start safe room
    no need for it at start
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    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 05-16-2017 , 12:43   Re: [L4D2] Anti Safe Room Breach ( Anti Spawn Near Door )
    Reply With Quote #3

    Quote:
    Originally Posted by s.m.a.c head View Post
    stops SI spawning in the start safe room
    no need for it at start
    Thanks!
    eyal282 is offline
    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 05-20-2017 , 09:55   Re: [L4D2] Anti Safe Room Breach ( V1.2, 20/5/2017 )
    Reply With Quote #4

    Updated 1.2. If you are using version 1.1 please update because there may be issues.
    eyal282 is offline
    Emilio3
    Member
    Join Date: Aug 2013
    Location: London UK
    Old 05-22-2017 , 19:51   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
    Reply With Quote #5

    now fow Coop nospawn at start first map because i have in my head one jokey or one charger killing me when is in camera to start to survivot position
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    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 05-25-2017 , 06:18   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
    Reply With Quote #6

    Quote:
    Originally Posted by Emilio3 View Post
    now fow Coop nospawn at start first map because i have in my head one jokey or one charger killing me when is in camera to start to survivot position
    This is impossible ( if I understood what you wrote ) because since it won't work on bot infected, the plugin does not work on Coop.
    eyal282 is offline
    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 04-20-2019 , 06:43   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
    Reply With Quote #7

    Someone in Left 4 Dead 1 should send here the file of sm_dump_netprops so I can tell if this plugin SHOULD ( might still not work regardless ) work in Left 4 Dead 1.
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    Discord: Eyal282#1334
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    finishlast
    Senior Member
    Join Date: Nov 2018
    Location: In Reno with the vitamin
    Old 05-12-2019 , 13:06   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
    Reply With Quote #8

    I compiled it and put it in my l4d1 roto2 server and set the cvar l4d2_anti_breach with 1 in the roto cfg.

    I tried to glitch into saveroom and all I got was "You can't spawn near safe room doors." and no spawn.
    Then I placed myself near door without running and I could spawn normally.

    So I assume the fix is working.

    I just leave it running and see what happens.

    Thx dude.
    finishlast is offline
    eyal282
    Veteran Member
    Join Date: Aug 2011
    Old 05-12-2019 , 22:30   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
    Reply With Quote #9

    Quote:
    Originally Posted by finishlast View Post
    I compiled it and put it in my l4d1 roto2 server and set the cvar l4d2_anti_breach with 1 in the roto cfg.

    I tried to glitch into saveroom and all I got was "You can't spawn near safe room doors." and no spawn.
    Then I placed myself near door without running and I could spawn normally.

    So I assume the fix is working.

    I just leave it running and see what happens.

    Thx dude.
    Reply here in 3 days after confirming no errors appear. I'll add L4D
    __________________
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    Discord: Eyal282#1334

    Last edited by eyal282; 05-12-2019 at 22:30.
    eyal282 is offline
    finishlast
    Senior Member
    Join Date: Nov 2018
    Location: In Reno with the vitamin
    Old 05-15-2019 , 04:35   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
    Reply With Quote #10

    Not sure if that is connected to the plugin but all I found in the log was this:

    prop_door_rotating has Door model (models/props_downtown/metal_door_112_DM03_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file

    Entity 466 (class 'prop_door_rotating') reported ENTITY_CHANGE_NONE but 'm_hOwnerEntity' changed.
    Entity 466 (class 'prop_door_rotating') reported ENTITY_CHANGE_NONE but 'm_hMaster' changed.

    It *seems* to work though.
    finishlast is offline
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