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[L4D & L4D2] Coop Markers - Flow Distance (1.11) [01-Dec-2021]


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Author
Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Plugin ID:
6931
Plugin Version:
1.11
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    70 
    Plugin Description:
    Displays messages when Survivors progress through certain distances of the map.
    Old 02-03-2020 , 11:45   [L4D & L4D2] Coop Markers - Flow Distance (1.11) [01-Dec-2021]
    Reply With Quote #1



    About:
    • Displays messages when Survivors progress through certain distances of the map.
    • Customise distance percentage to display. Game default: 25.
    • L4D1 cannot display the top message box like L4D2, so it's displayed in chat or another style panel.
    • This calculates all alive players progress, rather than Versus style which uses the player furthest ahead.
    • Supports translations and comes with 24 languages from Valves translation files.
    • Bug: Finales only display the flow distance progress and not actual finale progress. Now disabled in the finale.
    • Bug: Survival is also pointless to use in, there is no progress as such.


    Thanks:
    • Vit_amin - Helped testing and for the request.
    • ProdigySim and raziEiL - For L4D2Direct and L4D1Direct port.
    • Stepan Zolotarev - For Russian translation.


    Cvars:

    Saved to l4d_coop_markers.cfg in your servers \cfg\sourcemod\ folder.

    PHP Code:
    // 0=Plugin off, 1=Plugin on.
    l4d_coop_markers_allow "1"

    // (L4D1 only) Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus. Add numbers together.
    l4d_coop_markers_modes "5"

    // 0=Print to chat. 1=Display panel.
    l4d_coop_markers_panel "1"

    // After what percentage of progress to display the marker.
    l4d_coop_markers_percent "25"

    // How often the timer fires to check progress
    l4d_coop_markers_timer "2.0"

    // Coop Markers plugin version.
    l4d_coop_markers_version 


    Changes:
    Code:
    1.11 (01-Dec-2021)
        - Changes to fix warnings when compiling on SourceMod 1.11.
        - Minor change to fix bad coding practice.
    
    1.10 (29-Jun-2021)
        - Fixed the plugin not always deactivating in finales. Thanks to "KoMiKoZa" for reporting.
    
    1.9 (15-Feb-2021)
        - Fixed flow distance being tracked in some finales. Thanks to "Xanaguy" for reporting.
    
    1.8a (10-Oct-2020)
        - Compatibility update for L4D2's "The Last Stand" update.
        - GameData .txt file updated.
    
    1.8 (10-May-2020)
        - Added better error log message when gamedata file is missing.
        - Extra checks to prevent "IsAllowedGameMode" throwing errors.
        - Various changes to tidy up code.
    
    1.7 (05-Apr-2020)
        - Added translations support with 24 languages by default. Thanks to "Stepan Zolotarev" for requesting.
        - Added ding sound when printing to chat in L4D2.
        - Changed ding sound volume to SNDLEVEL_NORMAL from SNDLEVEL_RAIDSIREN and pitch to normal.
        - Fixed "IsAllowedGameMode" from throwing errors when the "_modes" cvar was changed before MapStart.
    
    1.6 (04-Mar-2020)
        - Fixed potential server hanging/crashing on map change with the error:
            "Host_Error: SV_CreatePacketEntities: GetEntServerClass failed for ent 2."
        - This was caused by spawning the "info_gamemode" entity in OnMapStart. Fixed by adding a 0.1 delay.
    
        - Changed the GetFlowDistance method to prevent crashing on server start. Not sure why this didn't affect others.
        - Fixed late loading not working.
        - Plugin and GameData file updated.
    
    1.5 (02-Mar-2020)
        - Fixed server freezing on map start. Thanks to "Alex101192" for reporting.
    
    1.4 (06-Feb-2020)
        - Panel in L4D1 can block 1,2,3,4,5 keys from changing weapons. But closes when pressed once.
        - Added cvar "l4d_coop_markers_panel" to control displaying a panel or printing to chat.
        - Fixed counting dead players distance toward the total. Thanks to "BHaType" for reporting.
    
    1.3 (05-Feb-2020)
        - Removed support for Listen servers. Get a real server.
    
    1.2 (05-Feb-2020)
        - Disabled displaying in the Finale.
        - L4D1: Changed from printing to chat to displaying in a Panel. Thanks to "Aya Supay".
    
    1.1 (04-Feb-2020)
        - Fixed setting the wrong mode if not "coop".
    
    1.0 (04-Feb-2020)
        - Initial release.


    Installation:
    1. Click "Get Plugin" and put the .smx file into your servers \addons\sourcemod\plugins\ folder.
    2. Download the .txt gamedata file and put into your servers \addons\sourcemod\gamedata\ folder.
    3. Download the phrases.txt translation file and put into your servers \addons\sourcemod\translations\ folder.


    Updating from 1.3 or older:
    • New cvars have been added: use the Cvar Configs Updater, or delete the old cvars config or manually add them.

    Current Translations: English (en), Brazilian (pt), Bulgarian (bg), Czech (cze), Danish (da), Dutch (nl), Finnish (fi), French (fr), German (de), Greek (el), Hungarian (hu), Italian (it), Japanese (jp), Korean (ko), Norwegian (no), Polish (pl), Portuguese (pt_p), Romanian (ro), Russian (ru), Schinese (chi), Spanish (es), Swedish (sv), Tchinese (zho), Thai (th), Turkish (tr).
    Attached Files
    File Type: txt l4d_coop_markers.txt (4.5 KB, 1169 views)
    File Type: txt coop_markers.phrases.txt (1.6 KB, 1435 views)
    File Type: sp Get Plugin or Get Source (l4d_coop_markers.sp - 1097 views - 17.7 KB)
    __________________

    Last edited by Silvers; 12-01-2021 at 03:57.
    Silvers is offline
    Vit_amin
    Senior Member
    Join Date: Dec 2015
    Location: Russian Federation
    Old 02-03-2020 , 11:48   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #2

    It's very cool !!! Thanks
    Vit_amin is offline
    Vit_amin
    Senior Member
    Join Date: Dec 2015
    Location: Russian Federation
    Old 02-03-2020 , 11:50   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #3

    Quote:
    // (L4D1 only) Turn on the plugin in these game modes. 0=All, 1=Coop, 2=Survival, 4=Versus, 8=Scavenge, 15=All. Add numbers together.
    l4d_coop_markers_modes "15"
    L4D1 doesn't has Scavenge GameMode
    Vit_amin is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 02-03-2020 , 11:52   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #4

    Well it's 'legacy', for lack of a better word, from L4D2 which if requested could have the cvars ported over. Currently only enabled for coop in L4D2.
    __________________
    Silvers is offline
    Alex101192
    Senior Member
    Join Date: Aug 2018
    Old 02-03-2020 , 15:52   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #5

    Plugin failed to compile
    Alex101192 is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 02-03-2020 , 16:06   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #6

    Quote:
    Originally Posted by Alex101192 View Post
    Plugin failed to compile
    Thanks, fixed. Forum defaulted to compiler versions 1.1, again. Now set to 1.10. Now set to 1.9 because the forum keeps resetting to 1.1.



    This might not be accurate for finales, since it's based on flow distance and not finale progression. Looking into a fix. Also this might bug clients in all modes that are not "coop". Will fix in next version. Updated.
    __________________

    Last edited by Silvers; 02-03-2020 at 17:08.
    Silvers is offline
    Vit_amin
    Senior Member
    Join Date: Dec 2015
    Location: Russian Federation
    Old 02-03-2020 , 16:11   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #7

    I hope. You will add support for finale maps
    Vit_amin is offline
    Alex101192
    Senior Member
    Join Date: Aug 2018
    Old 02-03-2020 , 16:21   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #8

    Quote:
    Originally Posted by Silvers View Post
    Thanks, fixed. Forum defaulted to compiler versions 1.1, again. Now set to 1.10. Now set to 1.9 because the forum keeps resetting to 1.1.



    This might not be accurate for finales, since it's based on flow distance and not finale progression. Might change, dunno yet.
    It's ok, I compiled it by myself and it works good.
    Alex101192 is offline
    Spirit_12
    Veteran Member
    Join Date: Dec 2012
    Location: Toronto, CA
    Old 02-03-2020 , 18:09   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #9

    Quote:
    Originally Posted by Silvers View Post
    This might not be accurate for finales, since it's based on flow distance and not finale progression. Looking into a fix. Also this might bug clients in all modes that are not "coop". Will fix in next version. Updated.
    Curious to know how would you get the finale stage count. I was looking at CDirectorScriptedEventManager::GetFinaleData, but reading up vscript files might be a better option.
    __________________
    Spirit_12 is offline
    Silvers
    SourceMod Plugin Approver
    Join Date: Aug 2010
    Location: SpaceX
    Old 02-03-2020 , 18:15   Re: [L4D & L4D2] Coop Markers - Flow Distance (1.0) [04-Feb-2020]
    Reply With Quote #10

    Quote:
    Originally Posted by Spirit_12 View Post
    Curious to know how would you get the finale stage count. I was looking at CDirectorScriptedEventManager::GetFinaleData, but reading up vscript files might be a better option.
    Yeah I have a test script reading CDirectorScriptedEventManager + m_CurrentFinaleStage + m_FinaleType. The type is 5 until later on in the round when activated (after elevator - testing c1m4) so not accurate to begin with, but the stage changes every so often going up and down in value. Either I've read it wrong or the games just screwed like that.

    Want to avoid VScripts because L4D1 support.

    Think it would just be better to disable in finale, nice not knowing how far along the progress is, to keep intensity high.
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