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[L4D & L4D2] Anti Rush (1.22) [05-Mar-2024]


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Xanaguy
Senior Member
Join Date: Jan 2017
Old 10-08-2020 , 18:28   Re: [L4D & L4D2] Anti Rush (1.6) [15-Jul-2020]
Reply With Quote #31

This plugin works, however, I think maybe an exception can be made for any finale that isn't a gauntlet. Scavenge finales, players tend to split up to get cans faster which will provide false positives for rushing on any map that has scavenge finales.

Gauntlets should be considered on the finale factor as players tend to rush the entire way including after the escape sequence starts.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-08-2020 , 19:23   Re: [L4D & L4D2] Anti Rush (1.6) [15-Jul-2020]
Reply With Quote #32

Quote:
Originally Posted by SilentBr View Post
-when tank is on the ground, do not allow players to go ahead.

In case you accept it and need help to test, please let me know.

Thank you.
They should be slowed down if ahead of the group anyway, adding this just overcomplicates everything and not something I will add.

Quote:
Originally Posted by Xanaguy View Post
This plugin works, however, I think maybe an exception can be made for any finale that isn't a gauntlet. Scavenge finales, players tend to split up to get cans faster which will provide false positives for rushing on any map that has scavenge finales.

Gauntlets should be considered on the finale factor as players tend to rush the entire way including after the escape sequence starts.
The plugin is already blocked from running on finales, theres a cvar to enable the plugin on finales. Use a map configs plugin to change the cvar on gauntlet maps, I don't know of any method to detect which map is a gauntlet or not and I'm not going to hard code map names.


Quote:
Originally Posted by timonenluca View Post
I am fairly new here! But silvers i endorse your work! the anti-rush plugin is perfect!

but if you ever had time , would you be able to add a auto-disable function when a tank is spawned in?

Best regards , timonenluca
Code:
1.7 (09-Oct-2020)
    - Added cvar "l4d_anti_rush_tanks" to control if the plugins active when any tank is alive.
    - Fixed not resetting slowdown on team change or player death (optimization).
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Last edited by Silvers; 10-08-2020 at 21:04.
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Xanaguy
Senior Member
Join Date: Jan 2017
Old 10-08-2020 , 22:03   Re: [L4D & L4D2] Anti Rush (1.7) [09-Oct-2020]
Reply With Quote #33

There is a way to detect which type the map's trigger_finale entity has. The original Scavengebots plugin did just that.

new entity = -1;
while ((entity = FindEntityByClassname(entity, "trigger_finale")) != INVALID_ENT_REFERENCE)
{
new type = GetEntProp(entity, Prop_Data, "m_type");
if (type == 4)
{
LoadConfig();
bScavengeInProgress = true;
}
}
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-09-2020 , 01:02   Re: [L4D & L4D2] Anti Rush (1.8) [09-Oct-2020]
Reply With Quote #34

Please put code in PHP tags in future, makes it easier to read/copy.

Code:
1.8 (09-Oct-2020)
	- Changed cvar "l4d_anti_rush_finale" to allow working in Gauntlet type finales only. Thanks to "Xanaguy" for requesting.
	- Renamed cvar "l4d_anti_rush_inacpped" to "l4d_anti_rush_incapped" fixing spelling mistake.
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Alex101192
Senior Member
Join Date: Aug 2018
Old 12-09-2020 , 05:41   Re: [L4D & L4D2] Anti Rush (1.8) [09-Oct-2020]
Reply With Quote #35

Moving while crouching is not affected by the slow down. Moving while crouching of course is not as fast as standing, but you are still fasther than the slow down made while standing.

So as of right now rushing players can move while crouched to go faster.

Last edited by Alex101192; 12-09-2020 at 05:41.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-15-2021 , 20:38   Re: [L4D & L4D2] Anti Rush (1.8) [09-Oct-2020]
Reply With Quote #36

Quote:
Originally Posted by Alex101192 View Post
Moving while crouching is not affected by the slow down. Moving while crouching of course is not as fast as standing, but you are still fasther than the slow down made while standing.

So as of right now rushing players can move while crouched to go faster.
Quote:
Originally Posted by Silvers View Post
Optionally added left4dhooks forwards "L4D_OnGetCrouchTopSpeed" and "L4D_OnGetWalkTopSpeed" to modify speed when walking or crouched. Uncomment the section and recompile if you want to enable. Only required to slowdown players more than default.
Already considered and added, uncomment and recompile the plugin.
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jeremyvillanueva
AlliedModders Donor
Join Date: Jan 2021
Location: dcord:Jeremy333#7632
Old 02-24-2021 , 22:21   Re: [L4D & L4D2] Anti Rush (1.8) [09-Oct-2020]
Reply With Quote #37

Hi Silvers,
I'm very grateful with all your job,
I've made a fork from your last version
https://github.com/jeremyvillanuevar...d_anti_rush.sp
It has a teleporting whenever a bot is taken,
Also when there is a rusher, he teleports with the one behind him and also a slacker teleports ahead, so the team sticks together,
I'm having trouble with the gauntlet so I deactivated it,

BW,
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SilentBr
Veteran Member
Join Date: Jan 2009
Old 03-13-2021 , 14:52   Re: [L4D & L4D2] Anti Rush (1.8) [09-Oct-2020]
Reply With Quote #38

Hey Silvers,

I've been using your plugin on my coop servers, fine so far. Now I'm trying on my versus servers and we have noticed this situation:



Could you add a feature that the plugin will ignore rush when we have a situation like c5m2 map? I mean, alarm/buttons etc.

Thank you!
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 03-20-2021 , 08:45   Re: [L4D & L4D2] Anti Rush (1.8) [09-Oct-2020]
Reply With Quote #39

Quote:
Originally Posted by SilentBr View Post
Hey Silvers,

I've been using your plugin on my coop servers, fine so far. Now I'm trying on my versus servers and we have noticed this situation:



Could you add a feature that the plugin will ignore rush when we have a situation like c5m2 map? I mean, alarm/buttons etc.

Thank you!
This is too map specific, suggest using a maps config plugin to change the cvar and increase allowed distance for those maps. Theres no one event to detect alarm on or off, and each map will have something different. I don't have time to try and support all events like this.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 03-22-2021 , 09:31   Re: [L4D & L4D2] Anti Rush (1.9) [22-Mar-2021]
Reply With Quote #40

Code:
1.9 (22-Mar-2021)
    - Added optional config "l4d_anti_rush.cfg" to extend the trigger detection range during certain crescendo events. Requested by "SilentBr".
Well it's done.
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