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[L4D1 & L4D2] Tank anti-stuck (anti-block)


  
 
 
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 05-26-2019 , 11:30   Re: [L4D] Tank anti-stuck (anti-block)
Reply With Quote #4

2.0 (05-May-2019)
- Collision with another clients (include other tanks) is now not considered as stuck.
- Fixed case when TR_DidHit() could return wrong result due to extracting info from global trace.
- Added "l4d_TankAntiStuck_dest_object" ConVar to control the destination,
where you want to teleport tank to:
(0 - next to current tank, 1 - next to another tank, 2 - next to player). By default: 1 (previously, it was: 2).

- Added new violations (punishment is teleporting tank directly to player):
1. Punish the player who doesn't move (tank stucker / inactive player)
2. Punish the player who rush too far from the nearest tank (and thus, from the team, including team rush).

Punishments are enabled by default. To disable, use below ConVars:
- l4d_TankAntiStuck_idler_punish
- l4d_TankAntiStuck_rusher_punish

For detail adjustments, see more new ConVars in the thread.

- Code optimization
- Tank angry detection is improved
- Tank stuck detection is improved to avoid false positives
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Last edited by Dragokas; 05-26-2019 at 11:33.
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