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[L4D(2)] SuperVersus [1.5.4]


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DDR Khat
SourceMod Donor
Join Date: Feb 2006
Old 11-30-2009 , 13:55   Re: [L4D(2)] Super Versus
Reply With Quote #561

Quote:
Originally Posted by Visual77 View Post
DDRKhat, I haven't seen any problem when spawning bots on public Event_RoundStart. Why did you change it again?
In co-op/survival, it fires before players are even considered in-game, so they are ignored for team checking. This leads to gradual increasing amounts of survivors.
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Visual77
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Join Date: Jan 2009
Old 11-30-2009 , 14:01   Re: [L4D(2)] Super Versus
Reply With Quote #562

No problems for versus then?
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DDR Khat
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Join Date: Feb 2006
Old 11-30-2009 , 14:20   Re: [L4D(2)] Super Versus
Reply With Quote #563

Have you had any problems with the re-use of player_first_spawn event?
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Visual77
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Join Date: Jan 2009
Old 11-30-2009 , 14:29   Re: [L4D(2)] Super Versus
Reply With Quote #564

Well, when I used player_first_spawn event before, it happend like 3 of 10 times that only 4 bots spawned, and then about 15-30 seconds later the other 4 spawned. The only problem I've seen with Roundstart, has happend 2 or 3 times, is that 6 bots gets spawned and the other 2 about 10 to 15 seconds later. But maybe that is becuase of slow loading clients?

Plus I don't see any point of going back to player_first_spawn if it's still the same as before?
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DDR Khat
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Join Date: Feb 2006
Old 11-30-2009 , 14:55   Re: [L4D(2)] Super Versus
Reply With Quote #565

Quote:
Originally Posted by Visual77 View Post
Well, when I used player_first_spawn event before, it happend like 3 of 10 times that only 4 bots spawned, and then about 15-30 seconds later the other 4 spawned. The only problem I've seen with Roundstart, has happend 2 or 3 times, is that 6 bots gets spawned and the other 2 about 10 to 15 seconds later. But maybe that is becuase of slow loading clients?

Plus I don't see any point of going back to player_first_spawn if it's still the same as before?
It is a solution until I can find a more robust system. I won't get too much chance to work on this for the next few days.
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Visual77
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Join Date: Jan 2009
Old 11-30-2009 , 15:33   Re: [L4D(2)] Super Versus
Reply With Quote #566

Woulden't it work to spawn the bots on OnMapStart()
and then use Event_RoundStart for the 2nd round?
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Bigbuck
Senior Member
Join Date: Jul 2009
Old 11-30-2009 , 16:29   Re: [L4D(2)] Super Versus
Reply With Quote #567

For my plugin I use OnClientPutInServer. It seems to work out fairly well. The biggest thing is preventing loops when multiple players join at once.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 12-01-2009 , 09:49   Re: [L4D(2)] Super Versus
Reply With Quote #568

I've been using public OnMapStart() and public Event_RoundStart for the 2nd round to spawn the bots and it seems to work perfect
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Hauwexis
Junior Member
Join Date: Aug 2009
Old 12-01-2009 , 11:07   Re: [L4D(2)] Super Versus
Reply With Quote #569

The Plugin doesnt work on my 16 slot public server. Why?

I have installed and configured downtown plugin and Super versus.

In HLSW my Server shows 16 slots. But ingame max 8 @ versus. Only 8 players can join. 4infected and 4 survivors



My Superversus config:

// This file was auto-generated by SourceMod (v1.2.3)
// ConVars for plugin "l4d_superversus.smx"


// Give extra survivors HP packs? (1 for extra medpacks)
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_XtraHP "1"

// Max amount of infected (will not affect bots)
// -
// Default: "8"
// Minimum: "1.000000"
// Maximum: "18.000000"
l4d_infected_limit "8"

// Should we clear Lobby reservaton? (For use with Left4DownTown extension ONLY)
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_killreservation "1"

// Set tanks HP based on Survivor Count
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"
l4d_supertank "1"

// Maximum amount of survivors
// -
// Default: "8"
// Minimum: "1.000000"
// Maximum: "18.000000"
l4d_survivor_limit "8"

// Tanks HP Multiplier (multi*(survivors-4))
// -
// Default: "0.25"
// Minimum: "0.010000"
// Maximum: "1.000000"
l4d_tank_hpmulti "0.25"










My server.cfg:


// Servername
hostname "Leichenbunker 8vs8 by -[TTS]- Clan"

// RCON-/Adminpassword
rcon_password ""

// Steam-Group
sv_steamgroup "1106051"

// Exclusive Server for Steamgroup (1/0)
// sv_steamgroup_exclusive 0


// Private Server / Clanserver
sv_password ""
sv_search_key ""


z_difficulty "normal"
sv_lan 0
motd_enable 1
sv_tags "TTS Leichenbunker"

//Spieltypen die möglich sind -> "coop,realism,survival,versus,teamversus,scav enge,teamscavenge"
sv_gametypes "versus"

l4d_maxplayers 16
sv_visiblemaxplayers 16



the sv_gametypes command does not funtion becuase game is coop or versus or anything else but why? What im doing wrong?

Last edited by Hauwexis; 12-01-2009 at 11:19.
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DDR Khat
SourceMod Donor
Join Date: Feb 2006
Old 12-01-2009 , 13:02   Re: [L4D(2)] Super Versus
Reply With Quote #570

Quote:
Originally Posted by Hauwexis View Post
In HLSW my Server shows 16 slots. But ingame max 8 @ versus. Only 8 players can join. 4infected and 4 survivors
If your Linux, you have no solution except people to connect via console or use the steam application to join their friends.

If your Windows, L4DToolz will help you with this issue.
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