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[L4D/L4D2] Infected Bots Control (1.0.0)


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Twitchy
Member
Join Date: Nov 2006
Old 12-04-2009 , 22:30   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #671

I had a recent problem with this plugin where any player was able to spawn special infected as they please. And yes sv_cheats is set to 0. I took it out and no more problems any idea why random pubbers were able to do this? z_spawn "name" worked for anyone.
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fgriasa
Junior Member
Join Date: Jun 2009
Old 12-05-2009 , 01:23   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #672

l4d2_infectedbots_infected_team_joinable 0

but always can join infected in coop -..- bug?
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Khaine
Member
Join Date: Nov 2009
Location: Liverpool, UK
Old 12-05-2009 , 04:07   Re: [L4D & L4D2] Infected Bots (1.8.6)
Reply With Quote #673

Quote:
Originally Posted by mi123645 View Post
What were your infected bots cvars at the time?
I'll login to the server later and grab the list for you.
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Khaine
Member
Join Date: Nov 2009
Location: Liverpool, UK
Old 12-05-2009 , 13:40   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #674

Sorry for the delay in getting this to you, MI... been sleeping a lot.

This is the CFG file i'm using.

Quote:
// This file was auto-generated by SourceMod (v1.3.0-dev)
// ConVars for plugin "l4d2infectedbots.smx"

// Sets the limit for boomers spawned by the plugin
// -
// Default: "1"

l4d2_infectedbots_boomer_limit "1"

// Sets the limit for chargers spawned by the plugin
// -
// Default: "1"

l4d2_infectedbots_charger_limit "1"

// If 1, tank will be playable in coop/survival, only one player can take control of a tank at a time
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_coop_survival_tank_playable "1"

// If 1, bots will only spawn when all other bot timers are at zero
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_coordination "0"

// If 1, the plugin will use the director's timing of the spawns
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_director_spawn "0"

// If 1, infected players in coop/survival will spawn as ghosts
// -
// Default: "0"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_free_spawn "1"

// Sets the limit for hunters spawned by the plugin
// -
// Default: "1"

l4d2_infectedbots_hunter_limit "1"

// If 1, players can join the infected team in coop/survival
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_infected_team_joinable "1"

// Toggle whether L4D2 Infected HUD plugin announces itself to clients.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_infhud_announce "1"

// Toggle whether L4D2 Infected HUD plugin is active or not.
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_infhud_enable "1"

// Sets the limit for jockeys spawned by the plugin
// -
// Default: "1"

l4d2_infectedbots_jockey_limit "1"

// If 1, clients will be announced to about joining the infected team
// -
// Default: "1"
// Minimum: "0.000000"
// Maximum: "1.000000"

l4d2_infectedbots_jointeams_announce "0"

// Defines how many special infected can be on the map on all gamemodes
// -
// Default: "4"

l4d2_infectedbots_max_specials "4"

// Sets the limit for smokers spawned by the plugin
// -
// Default: "1"

l4d2_infectedbots_smoker_limit "1"

// Sets spawn time for special infected spawned by the plugin in seconds
// -
// Default: "30"

l4d2_infectedbots_spawn_time "30"

// Sets the limit for spitters spawned by the plugin
// -
// Default: "1"

l4d2_infectedbots_spitter_limit "1"
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-05-2009 , 19:09   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #675

MI, i missed a detail in the FightOrDie Timer Callback that might cause errors to get logged.

PHP Code:
public Action:DisposeOfCowards(Handle:timerany:coward)
{
    if (
IsClientInGame(coward) && IsFakeClient(coward) && !IsPlayerTank(coward) && GetClientHealth(coward)>1)
        
ForcePlayerSuicide(coward);
    
    
#if DEBUG
    
LogMessage("Slayed bot %N for not attacking"coward);
    
#endif
    
    
FightOrDieTimer[coward] = INVALID_HANDLE;

The last line needs to be added.
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exhumed
Junior Member
Join Date: Aug 2009
Old 12-05-2009 , 23:34   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #676

anyone knows why in L4D2 the game switches to versus when the gamemode is coop ?

thanks!

Last edited by exhumed; 12-06-2009 at 17:06.
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nguyenbaodanh
AlliedModders Donor
Join Date: Jun 2007
Location: HCMC, Vietnam
Old 12-07-2009 , 01:12   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #677

Quote:
Originally Posted by exhumed View Post
anyone knows why in L4D2 the game switches to versus when the gamemode is coop ?

thanks!

Same problem here ! Need help!
nguyenbaodanh is offline
ProBoomer
Member
Join Date: Feb 2009
Old 12-07-2009 , 17:45   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #678

I have fix the problem with Coop switches in Versus... have edited the .sp and //comment the lines where i see mp_gamemode "versus".

Have play 2 Campaign without any problem also if have added 6 infected bots but see always only 4 infected bots, but maybe i wrong because have set respawn to 35 and not to 20.

However now with 1.8.7 need to recheck all and remake maybe same changes.

Is not hard to do.... the problem is only make a config for unload and load the plugin and you need another plugin named Gamemode_Selector 1.6 for have different config for any gamemode.

You need to configure the Gamemode plugin and remember to make this into a one file.

If you have L4D2_Coop and L4D2_Versus remember to set this

For COOP:

//
//UNLOAD & LOAD PLUGIN INFECTED
//
sm_rcon sm plugins unload L4D2_infectedbots186versus.smx
sm_rcon sm plugins unload L4D2_infectedbots186coop.smx
//
sm_rcon sm plugins load L4D2_infectedbots186coop.smx

For Versus switch the load for L4D2_infectedbots186versus.smx

If anyone have problem to understand..... write me to [email protected] and I send all of my config for gamemode, you need only change a bit..... is more easy to understand what i have doing

I need unload coop&versus because the server when started load both... i first unload both and load only one.

But need testing if I can place this 2 plugins into disabled folder and can load from disabled folder..... in this mode I not need unload both.... only load one.

I hope this can work:

sm_rcon sm plugins load disabled/L4D2_infectedbots186coop.smx


But anyone can tell me why into original .sp in some place we have the mp_gamemode versus???
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 12-07-2009 , 17:52   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #679

Because as you should have noticed Infected dont get flashlights in coop mode.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 12-07-2009 , 21:32   Re: [L4D & L4D2] Infected Bots (1.8.7)
Reply With Quote #680

logs are full of killtimer errors.
heres just a few:
Code:
L 12/07/2009 - 00:52:38: [SM] Native "KillTimer" reported: Invalid timer handle f7ec00cf (error 1)
L 12/07/2009 - 00:52:38: [SM] Displaying call stack trace for plugin "l4d2infectedbots.smx":
L 12/07/2009 - 00:52:38: [SM]   [0]  Line 2104, C:\Users\Administrator\Documents\l4d2infectedbots.sp::GameEnded()
L 12/07/2009 - 00:52:38: [SM]   [1]  Line 2078, C:\Users\Administrator\Documents\l4d2infectedbots.sp::OnClientDisconnect()
L 12/07/2009 - 00:52:39: [SM] Native "KillTimer" reported: Invalid timer handle f7ec00cf (error 1)
L 12/07/2009 - 00:52:39: [SM] Displaying call stack trace for plugin "l4d2infectedbots.smx":
L 12/07/2009 - 00:52:39: [SM]   [0]  Line 1044, C:\Users\Administrator\Documents\l4d2infectedbots.sp::evtRoundEnd()
L 12/07/2009 - 00:52:43: [SM] Native "KillTimer" reported: Invalid timer handle f7ec00cf (error 1)
L 12/07/2009 - 00:52:43: [SM] Displaying call stack trace for plugin "l4d2infectedbots.smx":
L 12/07/2009 - 00:52:43: [SM]   [0]  Line 1071, C:\Users\Administrator\Documents\l4d2infectedbots.sp::OnMapEnd()
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