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[L4D / L4D2] Anti-Rush System (Reloaded) | 1.82 [Final] : Jan. 30, 2019 |


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KasperH
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Join Date: Apr 2016
Location: Hungary
Old 05-02-2016 , 10:37   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #11

Hello!

Wrong door on the Death tool map, last chapter in coop mode.

http://i.imgur.com/FA0rtxK.jpg
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-02-2016 , 11:34   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #12

FIXES:
  • Now the saferoom door HammerID of Death Toll finale corrected.

TO DO:
  1. Take some code snippets from the Anti-Rush plugin.
  2. Use fence models as path blocks for first maps for a complete anti-early round start.

Last edited by cravenge; 05-04-2016 at 03:53.
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cravenge
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Location: Chocolate Factory
Old 05-04-2016 , 03:20   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #13

Reuploaded L4D2 plugin. Now consists of the following recently added custom campaigns:
  1. Carried Off, Lost, and Precinct 84
  2. Dead High School, Big Wat
  3. Gas Fever, Dark Blood 2
  4. Left 4 Mario, Left 4 Cake 2
  5. City 17, Cold Stream Night
  6. Death Toll Modified, Pasiri
  7. Gone In 60 Smokers, Death Stop
  8. Welcome To Hell

Last edited by cravenge; 05-04-2016 at 03:52.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-05-2016 , 04:14   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #14

Again, another set of custom campaigns have been added:
  1. Blood Proof, Cold Fear 2
  2. Crash Course Modified, Dead On Time 2
  3. Heaven Can Wait 2, Hellish Journey (with L4D2 survivors, later L4D1 survivors)
  4. Arena Of The Dead 2, and No Mercy Modified
  5. Death Hour

And of course, reuploaded l4d2 plugin again.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-06-2016 , 05:12   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #15

Incoming custom campaigns in the way!!
  1. Urban Flight
  2. Orange Onslaught
  3. True Fangshi
  4. Die Screaming II
  5. Freezer Burn
  6. Cape Murder 2

All WORKING CCs will be included and added in the future.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-08-2016 , 08:06   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #16

Many of you don't know this but I'm currently working on blocking the path on the first maps with this plugin. Well, as much as shocking as I got, I successfully implemented it for the 1st time REALLY but only on Dead Center. Don't believe me, see the attached images in the first post.

EDIT: Now if anyone is nice to aid to me, can you please list models that can serve as path blockers? I'll really appreciate your help.

Last edited by cravenge; 05-08-2016 at 08:07.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-09-2016 , 04:34   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #17

So far, it seems that the implemented function is working properly. Check out the screenshots below, they're taken in Orange Onslaught (custom campaign). I'm planning to release this once I finish blocking all the first maps path and put a block on the post where you jump over the fence in Death Toll.
Attached Images
File Type: jpg l4d2_orange01_city_test1.jpg (51.3 KB, 488 views)
File Type: jpg l4d2_orange01_city_test2.jpg (47.3 KB, 411 views)
File Type: jpg l4d2_orange01_city_test3.jpg (41.8 KB, 386 views)
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cravenge
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Old 05-12-2016 , 11:27   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #18

Majorly updated to 5.5:

==> First post edited.
==> Still planning to add all stock campaigns as well as the custom ones too.
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KasperH
Senior Member
Join Date: Apr 2016
Location: Hungary
Old 05-12-2016 , 13:32   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #19

Quote:
prop prop_dynamic_override at 0 0 0 missing modelname
prop prop_dynamic_override at 0 0 0 missing modelname
The server cmd shows this. Not working on Dead Center, blocked forever for me.

Edit: Swamp Fever, Dark Carnival seems ok.

Last edited by KasperH; 05-13-2016 at 06:33. Reason: more details
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-13-2016 , 01:19   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #20

L4D2 reuploaded:

==> Fixed bugs where fence models would not appear because they're not precached before clients enter servers.
==> Stock campaigns added and with screenshots. (Sorry if all I used are street barricades)
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