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


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AcexD
Junior Member
Join Date: Oct 2012
Old 02-10-2018 , 12:28   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #31

There's no block at the start of DeathToll , and its showing as ERROR at the start of DeadAir
except that its fine on all maps
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Alex101192
Senior Member
Join Date: Aug 2018
Old 08-27-2018 , 06:04   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #32

Hey, I don't know if you are still working on this one but there are some annoying issues regarding coop mode. Everything works well in versus, doors lock right and path gets blocked and then freed. In coop mode howerver doors still lock and unlock but path doesn't get removed after its spawn and there also isn't any countdown. The only way to remove it is by using the command sm_unlockall. I have tried other similar plugins and this is surely the best one but could you take a look at this issue? It would be nice if you had just made a version without the path block at least.

Last edited by Alex101192; 08-27-2018 at 06:06.
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Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Old 08-28-2018 , 08:43   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #33

Instead of blocking the path during pre-game, why not just freeze all players in place on the first map of campaigns, and just lock them into the safe area during all other maps?
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Alex101192
Senior Member
Join Date: Aug 2018
Old 08-30-2018 , 00:44   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #34

Quote:
Originally Posted by Skyy View Post
Instead of blocking the path during pre-game, why not just freeze all players in place on the first map of campaigns, and just lock them into the safe area during all other maps?
Ready up already blocks people when starting game. It's ok but sometimes people don't realize what's going on and start shooting at other survivors or quit. Having a path blocking the way with a countdown is cooler and it's also a lot easier for people to figure out that there is a countdown. The problem with this is that you have the put the path blocks in every map and they can also prevent infecteds ghost to get to other side. Now regarding that coop bug I think it fixes itself if you also put the lockdown system which is made by the same author. However while you fix one thing you also break other things with that like door closing not ending level, door not opening and tank said to be alive when it's not. He made the coolest plugins in there, it's a shame they can't be enjoyed because of gamebreaking bugs.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 09-20-2018 , 01:26   Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
Reply With Quote #35

A big overhaul has been made! Kindly read the main post!

Last edited by cravenge; 09-28-2018 at 04:14.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 09-21-2018 , 06:59   Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
Reply With Quote #36

Any feedbacks/suggestions/comments would be appreciated in order to maintain this plugin's stability.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 09-25-2018 , 05:49   Re: [L4D2] Anti-Rush System (Reloaded) | 1.65 : Sept. 25, 2018 |
Reply With Quote #37

A minor update has been posted! Kindly check the bugs section for more details.

Last edited by cravenge; 09-28-2018 at 04:14.
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Alex101192
Senior Member
Join Date: Aug 2018
Old 09-25-2018 , 17:24   Re: [L4D2] Anti-Rush System (Reloaded) | 1.64 : Sept. 20, 2018 |
Reply With Quote #38

Quote:
Originally Posted by cravenge View Post
Any feedbacks/suggestions/comments would be appreciated in order to maintain this plugin's stability.
I noticed that path gets now removed in coop with no problems, at least in the parish. However I noticed that some custom maps don't have functioning saferoom doors block. There isn't even a message door but it says path blocked, even though it's not the start of the map. In maps like City 17 however saferoom door lock works good. Valve maps seem to go well, at least those I have played. Can you tell me how to get the coordinates to put blocks in custom maps? I'd like to help with that. Do you do that with hammer?

Last edited by Alex101192; 09-25-2018 at 17:28.
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Alex101192
Senior Member
Join Date: Aug 2018
Old 09-26-2018 , 13:54   Re: [L4D2] Anti-Rush System (Reloaded) | 1.65 : Sept. 25, 2018 |
Reply With Quote #39

So like I said, the saferoom block doesn't work everytime. Some saferooms work, some others don't. Dead center saferooms for example work except for the last one. I also found that if you change map through a vote during the saferoom door open timer, the timer will still be there when next map is loaded and it will crash server after 3 seconds.

Last edited by Alex101192; 09-26-2018 at 13:54.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 09-28-2018 , 04:13   Re: [L4D2] Anti-Rush System (Reloaded) | 1.66 : Sept. 28, 2018 |
Reply With Quote #40

A minor update has been posted! Kindly check the bugs and changelog sections for more details!

Quote:
Originally Posted by Alex101192 View Post
...
Yes, Hammer is what I am using to get accurate coordinates.

Last edited by cravenge; 09-28-2018 at 04:14.
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