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[L4D & L4D2] Saferoom Door Spam Protection (1.30) [10-Jan-2024]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-20-2020 , 18:01   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
Reply With Quote #21

Code:
1.5 (20-Sep-2020)
    - Blocked door falling on L4D2 "Questionable Ethics" 2nd map (qe2_ep2) to prevent breaking gameplay. Thanks to "Alex101192" for reporting.
    - Fixed the door not always falling in the right direction on some maps.
Still unsure if this will fall properly on all maps it's kinda hackish to get the direction. Let me know which maps still fail. I tested on all the reported ones and others they all seem to work correctly.

Blocked falling on qe2_ep2 map since the saferoom door is required to shut, any other maps which need blocking let me know, if there are lots more I'll add a cvar.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 09-21-2020 , 11:59   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
Reply With Quote #22

Hi,

I tested against all l4d1 standard maps.

All doors fall down in the right direction.

There are only 3 doors that don't fall completely flat but that is nothing worth fixing.

But since I tested all I post em here anyways:

l4d_vs_airport05_runway (falls not completely flat)
l4d_vs_farm05_cornfield (the door "overspins" when fall out of train carriage and stays 45° up but that is physically correct.)
l4d_vs_smalltown03_ranchhouse (the door "overspins" when fall out of train carriage and stays 45° up but that is physically correct.)

Thx for the work!
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Tonblader
Senior Member
Join Date: Jul 2011
Location: Peru
Old 09-27-2020 , 19:06   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.5) [20-Sep-2020]
Reply With Quote #23

Can you add a cvar to indicate the final door will be start open/closed?
Can you make the zombies near the door of the initial saferoom get crushed by the door? (l4d_safe_spam_open "2")

Good Work

Last edited by Tonblader; 10-01-2020 at 03:38.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-04-2020 , 19:22   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
Reply With Quote #24

Quote:
Originally Posted by Tonblader View Post
Can you add a cvar to indicate the final door will be start open/closed?
Can you make the zombies near the door of the initial saferoom get crushed by the door? (l4d_safe_spam_open "2")

Good Work
Code:
1.6 (05-Oct-2020)
    - Added cvar "l4d_safe_spam_last" to control the last saferoom door state on round start: opened, closed or map default. Thanks to "Tonblader" for requesting.
Crushed is more difficult, need to create a trigger in the right area and vector angles/rotation didn't work for every map/door angle so I haven't released and don't have time to keep playing with it. Also the zombies die but the door still falls through them so it's kinda pointless anyway because it still doesn't look good.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 10-25-2020 , 21:21   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
Reply With Quote #25

Here something more feature to add.


https://forums.alliedmods.net/showpo...66&postcount=5
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yzybb
Member
Join Date: Jul 2020
Old 10-26-2020 , 09:24   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
Reply With Quote #26

Why does the ragdoll effect disappear after the door falls on the ground? Then it's like sticking to the ground(The power of any weapon cannot make it move, just like sticking to the ground). Can you make it maintain the ragdoll effect forever? This is more real, now the effect is stuck to the ground, which makes people feel very strange.

Good Work

Last edited by yzybb; 10-26-2020 at 09:26.
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Kleiner
Member
Join Date: Dec 2017
Location: Russia, Chelyabinsk
Old 12-28-2020 , 07:29   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.6) [05-Oct-2020]
Reply With Quote #27

Made Russian translation. Enjoy!
Attached Files
File Type: txt safe_door_spam.phrases.txt (228 Bytes, 71 views)
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 02-16-2021 , 00:15   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
Reply With Quote #28

Quote:
Originally Posted by yzybb View Post
Why does the ragdoll effect disappear after the door falls on the ground? Then it's like sticking to the ground(The power of any weapon cannot make it move, just like sticking to the ground). Can you make it maintain the ragdoll effect forever? This is more real, now the effect is stuck to the ground, which makes people feel very strange.

Good Work
Quote:
Originally Posted by Kleiner View Post
Made Russian translation. Enjoy!
Code:
1.7 (15-Feb-2021)
    - Added cvar "l4d_safe_spam_physics" to allow the doors physics to persist or freeze after a specified amount of time. Requested by "yzybb".
    - Added Russian translations. Thanks to "Kleiner" for providing.
Added. Thanks
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pan0s
Senior Member
Join Date: Nov 2017
Old 05-09-2021 , 19:22   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
Reply With Quote #29

This version provides a timer to auto destroy the safe room door every round start.
Attached Files
File Type: zip l4d_safe_door_spam.zip (29.6 KB, 64 views)
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KoMiKoZa
Senior Member
Join Date: Dec 2017
Location: Thy old times.
Old 06-19-2021 , 20:42   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.7) [15-Feb-2021]
Reply With Quote #30

Linux. SM 1.10.
PHP Code:
L 06/20/2021 01:14:28: [SMBlamingl4d_safe_door_spam.smx
L 06
/20/2021 01:14:28: [SMCall stack trace:
L 06/20/2021 01:14:28: [SM]   [0SetFailState
L 06
/20/2021 01:14:28: [SM]   [1Line 113, /home/forums/content/files/8/5/7/7/8/181393.attach::OnPluginStart 

Last edited by KoMiKoZa; 06-19-2021 at 21:26. Reason: User error
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