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[L4D1 & L4D2] Zombie limits


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Dragokas
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Join Date: Nov 2017
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Old 07-23-2021 , 19:16   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #11

Updated.

Quote:
1.4 (24-May-2021)
- Client checkings are replaced by cache in OnClientDisconnect() to prevent error when forward fired too late (or it is perhaps a human player who failed to join the game).
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Last edited by Dragokas; 07-23-2021 at 19:18.
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King_OXO
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Join Date: Dec 2020
Location: Brazil
Old 07-23-2021 , 20:49   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #12

WOW

Last edited by King_OXO; 07-23-2021 at 20:49.
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Mi.Cura
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Old 07-23-2021 , 23:11   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #13

Quote:
Originally Posted by Dragokas View Post
Updated.
Nice, thank you...
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laurauwu
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Join Date: Feb 2022
Location: Curitiba / PR - Brazil
Old 03-24-2022 , 20:20   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #14

I was trying to limit to 2 active tanks at the same time, but when buying tanks from the STORE the tanks are generated in addition, 3, 5, 10 tanks, I posted this in the store plugin so that it adds a cvar to only allow you to buy the tanks above a limit, but anyway I believe this can be a fix for your plugin if you don't add this cvar in the STORE, the only plugin I found to limit simultaneous tanks is this, and it seems that it doesn't hold the limit when a tank is spawned by the shop, thanks
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thewintersoldier97
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Join Date: Aug 2021
Location: Vietnam
Old 03-24-2022 , 23:49   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #15

Hi Dragokas, can I ignore those errors?

Code:
//SourceMod Batch Compiler
// by the SourceMod Dev Team


//// l4d_zombie_limits.sp
//
// D:\GAMES\SERVER\L4D2 #TEST\left4dead2\addons\sourcemod\scripting\l4d_zombie_limits.sp(247) : warning 242: function "Timer_KillWitch" should return an explicit value
// D:\GAMES\SERVER\L4D2 #TEST\left4dead2\addons\sourcemod\scripting\l4d_zombie_limits.sp(274) : warning 242: function "Timer_KillClient" should return an explicit value
// D:\GAMES\SERVER\L4D2 #TEST\left4dead2\addons\sourcemod\scripting\l4d_zombie_limits.sp(333) : warning 242: function "OnSpawnPost" should return an explicit value
// Code size:         12164 bytes
// Data size:         4504 bytes
// Stack/heap size:      16644 bytes
// Total requirements:   33312 bytes
//
// 3 Warnings.
//
// Compilation Time: 1.36 sec
// ----------------------------------------

Press enter to exit ...
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Dragokas
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Join Date: Nov 2017
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Old 03-27-2022 , 11:03   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #16

That is warnings. You can safely skip them. It is new logic check enforcement rules in SM 1.11.
See: https://github.com/alliedmodders/sou...rading-1.11.md
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Dragokas
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Old 03-27-2022 , 12:07   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #17

laurauwu, well, it took me a while to install that shop, it is even didn't compile on sm 1.10 due to syntax errors.
It uses "z_spawn_old tank auto" to spawn tank. When versus player is killed he takes control.

However, my plugin works as designed. It only limit the infected bots, not human-controlled infected.
I started to expand functionality, but there is a complicated logic behind takeover the control which I already didn't remember, since I don't write versus stuff too much, and anyway I don't want other devs blame me about breaking their logic just because somebody use my plugins not on purpose, so I gave up the idea.

Why not using already included in shop tanks restriction convars? It must be implemented there! Not somewhere else.

Updated.
Quote:
v1.5
- Fixed compilation warnings on SM v1.11.
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Toranks
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Join Date: Dec 2021
Location: Spain
Old 04-05-2022 , 20:37   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #18

Is there a way to ignore some of the classes separately? Or would it be enough to put an arbitrarily high number, without further problem? Ex: I don't want limit commons, so l4d_zombie_limits_common 999

This command work on listen server? Apparently the plugin works for me until now (using director_debug to see SI number)

] sm_zcount
L 04/06/2022 - 02:51:28: [SM] Exception reported: Client index 0 is invalid
L 04/06/2022 - 02:51:28: [SM] Blaming: l4d_zombie_limits.smx
L 04/06/2022 - 02:51:28: [SM] Call stack trace:
L 04/06/2022 - 02:51:28: [SM] [0] PrintToChat
L 04/06/2022 - 02:51:28: [SM] [1] Line 150, /home/forums/content/files/2/8/2/6/6/7/194437.attach::CmdCount

Last edited by Toranks; 04-05-2022 at 20:54.
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Dragokas
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Join Date: Nov 2017
Location: Ukraine on fire
Old 04-06-2022 , 08:33   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #19

Updated.
Quote:
v1.6
- Fixed multiple sm_zcount calls double-counted witch.
- Added listen servers support.
- Added ConVar l4d_zombie_limits_print_debug - to show/hide debug messages when tank/witch killed over limit.
- Added magik number 999 for all limit ConVars to stop/unhook tracking SI/common/witch.
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thewintersoldier97
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Old 04-08-2022 , 04:37   Re: [L4D1 & L4D2] Zombie limits
Reply With Quote #20

Great update, although I can't see how any server can withstand the 999 zombies lol.
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