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[L4D(2)] Ready Up! 0.17.3


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Frus
Senior Member
Join Date: Aug 2009
Old 01-25-2010 , 13:39   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #241

Quote:
Originally Posted by SkaP View Post
Hey Downtown, 2 requests if possible. If not, its cool.

1. Is it possible to add a !forcepause command for admins like LFD2Pause. I hate having to use two plugins that are similar to accomplish a simple goal. I like the functionality of being able to pause the game at will when something has gone wrong(griefer, afker, etc).

2. Is it possible to have a cvar that disables pausing(outside of forcepause) all together? I use Ready-up mostly when we go scrim and when in public for resartmap(I find people in pubs don't understand how to ready up causing them to disconnect) and I don't want to give anyone any pausing in public games. LFD2Pause plugin can disable pausing but when used with Ready-Up it semi pauses the game(says you can't pause, doesn't pause but tells you the game is paused).

Thanks
1. Is not really neccessary because l4dready's pause is instant, so there isn't really an advantage to giving admins that power.

2. Just change the l4d_ready_pause_allowed cvar to 0.
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-25-2010 , 14:14   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #242

Quote:
Originally Posted by SkaP View Post
Hey Downtown, 2 requests if possible. If not, its cool.

1. Is it possible to add a !forcepause command for admins like LFD2Pause. I hate having to use two plugins that are similar to accomplish a simple goal. I like the functionality of being able to pause the game at will when something has gone wrong(griefer, afker, etc).
Use rcon sm_pause, we let the server pause/unpause without going through the normal "X times per team per campaign" process.
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SkaP
Senior Member
Join Date: Dec 2009
Old 01-25-2010 , 20:39   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #243

I thought setting l4d_ready_pause_allowed to 0 gave unlimited pauses at least that's what it says in the first post here

Quote:
l4d_ready_pause_allowed - (default 3) allows each time to pause that many times per map, 0 = unlimited pauses
Anyway thanks for the help.

Last edited by SkaP; 01-25-2010 at 20:41.
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Frus
Senior Member
Join Date: Aug 2009
Old 01-25-2010 , 20:51   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #244

The first post in incorrect then
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SkaP
Senior Member
Join Date: Dec 2009
Old 01-25-2010 , 21:20   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #245

Yeah I tested it out 0 does indeed stop pausing and sm_pause/unpause work great.

Thanks for the help.
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caio.cost
Junior Member
Join Date: Jan 2010
Old 01-26-2010 , 16:13   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #246

When I put the smx file on my plugins director i got dropped from my server

EDIT:
the config that I was using has a line like: sm load readyup.smx
removing this line I could connect in the server, and the cvars are responding, but sadly even enabling the plugin, the " !spectator " funcionality the I'm looking for do not work. acctually nothing is working, just the cvars are responding

Last edited by caio.cost; 02-01-2010 at 09:22.
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jerriel
Junior Member
Join Date: Feb 2010
Old 02-09-2010 , 04:29   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #247

the spawn time is very fast.once you die,you got 6 second to respawn and something you can respawn again once you die
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nicoh
Member
Join Date: Jan 2009
Old 02-11-2010 , 20:05   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #248

I have a Left 4 Dead 1 and install the plugin throws me an error in the plugin list <Failed> "L4D2 Ready Up"
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lekzero
Member
Join Date: Jul 2009
Old 02-13-2010 , 17:43   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #249

How I solve the exploit (spawn bot infecteds in L4D) problem with the !spectate command?

I just use this 3 commands: restartmap, restartround, swapteams, but there aways someone using the exploit to spawn bot infecteds

Last edited by lekzero; 02-13-2010 at 18:00.
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1Randomtask
New Member
Join Date: Feb 2010
Location: Melbourne, Australia
Old 02-13-2010 , 18:43   Re: [L4D(2)] Ready Up! 0.17.3
Reply With Quote #250

Hi

I'm not sure if this is an intended function or not, but players using "!ready" overrides a sm_admin using "!forcestart".

What steps will reproduce the problem?
1. Start a Game, Have sm admin do !forcestart
2. have a player do !ready

What is the expected output? What do you see instead?

!forcestart should override, but the !ready cancels it (the countdown timer to live), saying "Player unready" (which is technically incorrect)

What version of the product are you using?

I'm using Confogl 2.0.1-ESL (which includes Ready Up! 0.17.3) and I reported it to the Confogl team who believe its an issue with the ReadyUp! plugin
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