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[L4D2] Anti Safe Room Breach ( V1.3, 2024/Mar/25 )


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eyal282
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Join Date: Aug 2011
Old 05-15-2019 , 04:59   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #11

Quote:
Originally Posted by finishlast View Post
Not sure if that is connected to the plugin but all I found in the log was this:

prop_door_rotating has Door model (models/props_downtown/metal_door_112_DM03_01.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file

Entity 466 (class 'prop_door_rotating') reported ENTITY_CHANGE_NONE but 'm_hOwnerEntity' changed.
Entity 466 (class 'prop_door_rotating') reported ENTITY_CHANGE_NONE but 'm_hMaster' changed.

It *seems* to work though.
Not my plugins that does it and also, I need error logs, not regular logs. Add-ons/Sourcemod/logs/errot_date.log
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 05-15-2019 , 08:39   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #12

I only posted the entry from the regular logs bc there's nothing in the sourcemod log.

It only ocured once anyways, so I would say it is l4d1 compatible.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 07-23-2019 , 03:59   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #13

pretty nice plugin
I test it in left4dead 1 server
and it works fine
the fix is working
But I found problems

1. everytime SI tries to spawns near or not near the saferoom door, it always call OnPlayerRunCmd function to check all the time
2. it stops SI spawning near the start safe room door

To solve above problems
I have an idea
The following code is provided for your reference
PHP Code:
public OnPluginStart()
{
        ..
        ..
        ..
    
HookEvent("round_start"Event_RoundStartEventHookMode_Post);
    
HookEvent("door_open"Event_DoorOpenEventHookMode_Post);
    
HookEvent("door_close"Event_DoorCloseEventHookMode_Post);
}

public 
Action:Event_RoundStart (Handle:event, const String:name[], bool:dontBroadcast)
{
    
// We mark the safe room door as open
    
SafeRoomDoorClosed false;
    
    return 
Plugin_Continue;
}

public 
Action:Event_DoorOpen (Handle:event, const String:name[], bool:dontBroadcast)
{
    
// if the door was a checkpoint door ...
    
new bool:checkpointdoor  GetEventBool(event"checkpoint");
    
    if (
checkpointdoor == true)
    {
        
PrintToChatAll("SaferoomDoor Open");
        
SafeRoomDoorClosed false;
    }
    
    return 
Plugin_Continue;
}

public 
Action:Event_DoorClose(Handle:event, const String:name[], bool:dontBroadcast)
{
    
// if the door was a checkpoint door ...
    
new bool:checkpointdoor  GetEventBool(event"checkpoint");
    
    if (
checkpointdoor == true)
    {
        
PrintToChatAll("SaferoomDoor Close");
        
SafeRoomDoorClosed true;
    }
    
    return 
Plugin_Continue;
}

public 
Action:OnPlayerRunCmd(SInfected, &buttons, &impulseFloat:vel[3], Float:angles[3], &weapon, &subtype, &cmdnum, &tickcount, &seedmouse[2])
{
    if(!(
buttons IN_ATTACK) || !SafeRoomDoorClosed)
        return 
Plugin_Continue;

        ..
        ..
        ..

in versus, start saferoom door can't be closed
so survivors only trigger Event_DoorClose at the end saferoom door
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Last edited by HarryPotter; 07-23-2019 at 04:00.
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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 09-15-2019 , 17:11   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #14

Quote:
Originally Posted by fbef0102 View Post
pretty nice plugin
I test it in left4dead 1 server
and it works fine
the fix is working
But I found problems

1. everytime SI tries to spawns near or not near the saferoom door, it always call OnPlayerRunCmd function to check all the time
2. it stops SI spawning near the start safe room door

To solve above problems
I have an idea
The following code is provided for your reference
PHP Code:
public OnPluginStart()
{
        ..
        ..
        ..
    
HookEvent("round_start"Event_RoundStartEventHookMode_Post);
    
HookEvent("door_open"Event_DoorOpenEventHookMode_Post);
    
HookEvent("door_close"Event_DoorCloseEventHookMode_Post);
}

public 
Action:Event_RoundStart (Handle:event, const String:name[], bool:dontBroadcast)
{
    
// We mark the safe room door as open
    
SafeRoomDoorClosed false;
    
    return 
Plugin_Continue;
}

public 
Action:Event_DoorOpen (Handle:event, const String:name[], bool:dontBroadcast)
{
    
// if the door was a checkpoint door ...
    
new bool:checkpointdoor  GetEventBool(event"checkpoint");
    
    if (
checkpointdoor == true)
    {
        
PrintToChatAll("SaferoomDoor Open");
        
SafeRoomDoorClosed false;
    }
    
    return 
Plugin_Continue;
}

public 
Action:Event_DoorClose(Handle:event, const String:name[], bool:dontBroadcast)
{
    
// if the door was a checkpoint door ...
    
new bool:checkpointdoor  GetEventBool(event"checkpoint");
    
    if (
checkpointdoor == true)
    {
        
PrintToChatAll("SaferoomDoor Close");
        
SafeRoomDoorClosed true;
    }
    
    return 
Plugin_Continue;
}

public 
Action:OnPlayerRunCmd(SInfected, &buttons, &impulseFloat:vel[3], Float:angles[3], &weapon, &subtype, &cmdnum, &tickcount, &seedmouse[2])
{
    if(!(
buttons IN_ATTACK) || !SafeRoomDoorClosed)
        return 
Plugin_Continue;

        ..
        ..
        ..

in versus, start saferoom door can't be closed
so survivors only trigger Event_DoorClose at the end saferoom door
* Added your suggestion.
* Converted plugin source to the latest syntax. Requires SourceMod 1.8 or newer.
Attached Files
File Type: sp Get Plugin or Get Source (AntiBreach.sp - 204 views - 4.7 KB)

Last edited by BloodyBlade; 09-15-2019 at 17:14.
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BloodyBlade
Senior Member
Join Date: Feb 2018
Old 09-15-2019 , 17:13   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #15

* Converted original plugin source to the latest syntax. Requires SourceMod 1.8 or newer.
Attached Files
File Type: sp Get Plugin or Get Source (AntiBreach.sp - 471 views - 3.6 KB)

Last edited by BloodyBlade; 09-15-2019 at 17:16.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 01-04-2020 , 09:10   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #16

Not a good plugin as it block spawns of the starting saferoom too. A good example is no mercy map 4, you can't spawn when you are above the saferoom just because you are running a little.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 02-21-2020 , 16:38   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #17

You should use the saferoom detection plugin and his config file to improve your plugin, pretty sure it will avoid false positives.
https://github.com/SirPlease/L4D2-Co...room_detect.sp

Last edited by JLmelenchon; 02-21-2020 at 16:39.
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eyal282
Veteran Member
Join Date: Aug 2011
Old 05-12-2020 , 02:56   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #18

Quote:
Originally Posted by JLmelenchon View Post
Not a good plugin as it block spawns of the starting saferoom too. A good example is no mercy map 4, you can't spawn when you are above the saferoom just because you are running a little.
Pros outweigh cons IMO, no real reason to spawn near door. If it's start saferoom you always wanna hide so you won't spawn nese the door, but closer to the inside.


Does the plugin work on L4D1?
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 05-12-2020 , 07:12   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #19

Maybe JLmelenchon is referring to spawn above saferoom to break the "rails" in c8m4, which is a very common strategy in versus, so survivors can easily be pulled down to the floor below.

It depends on the game mode, in e.g. 10v10 versus the gameplay and strategy are a bit different from vanilla 4v4 which makes sense to spawn near the door
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 11-24-2020 , 13:41   Re: [L4D2] Anti Safe Room Breach ( V1.3, 21/5/2017 )
Reply With Quote #20

Quote:
Originally Posted by eyal282 View Post
Pros outweigh cons IMO, no real reason to spawn near door. If it's start saferoom you always wanna hide so you won't spawn nese the door, but closer to the inside.


Does the plugin work on L4D1?
You often spawn inside start saferoom when all survivor are out in versus, this is part of the mechanic of the game.

And yes in some maps you can be above the saferoom like in no mercy 4, this prevent you from spawning if you run a little so i doubt this is intended.

Can anyone fix it so only end saferoom get detected ? Because even in the version of bloodyblade it still prevent you from spawning in begining saferoom.

Last edited by JLmelenchon; 11-24-2020 at 13:55.
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