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[L4D1 & L4D2] SM Respawn Improved


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Dragokas
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Old 02-28-2021 , 11:16   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #21

Crasher, that is a single case for almost 1 year of this plugin exists.
URL in plugin source is directly pointing to this topic. I can't do anything with people's carelessness.

Other name make sense when I published this plugin. But it's too late.
Even if change the plugin name right now, it could produce much more problems, because I'll confuse the users of my plugin, so some of them surely will receive 2 plugins simultaneously in their "plugins" folder after the update.
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Dragokas
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Old 02-28-2021 , 11:19   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #22

The only solution I can try to do is to update my plugin with other GameData file name.
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Psyk0tik
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Old 02-28-2021 , 11:52   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #23

Whatever you think makes the most sense and will not cause too many issues. Ultimately, none of us can truly prevent all possible conflicts between different plugins. All we can do is lessen them.

But yes, I do acknowledge and agree with your point about your fork already having its own history in the community, so changing its files' names now may cause more confusion than if you were to release it as a brand new plugin today.
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Silvers
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Join Date: Aug 2010
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Old 02-28-2021 , 13:07   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #24

One thing you could do to mitigate plugin conflicts is detecting and warning/blocking the plugin from functioning if the other plugin is detected, either by existing cvar names or by detecting the gamedata if you decide to rename it. Not always possible e.g. if you're using the same cvar names though.
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Mystik Spiral
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Old 02-28-2021 , 14:36   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #25

Quote:
Originally Posted by Silvers View Post
One thing you could do to mitigate plugin conflicts is detecting and warning/blocking the plugin from functioning if the other plugin is detected, either by existing cvar names or by detecting the gamedata if you decide to rename it. Not always possible e.g. if you're using the same cvar names though.
Funny you should mention that since I had the same thought earlier today. I have not tested it yet, but I added this to a new plugin I'm working on.

PHP Code:
public void OnAllPluginsLoaded()
{
    if (
LibraryExists("l4d_explosion_announcer"))
    {
        
SetFailState("The \"l4d_reverse_burn_and_explosion_announcer\" plugin conflicts with the \"l4d_explosion_announcer\" plugin, use only one of these plugins, not both");
    }

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Dragokas
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Old 02-28-2021 , 14:46   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #26

Plugin is updated.

Quote:
2.2 (28-Feb-2021)
- Nothing new, just changed filename of GameData to prevent the conflicts.
Quote:
Originally Posted by Tonblader View Post
It is similar to what cravenge mentioned, when a live bot and I slay it, and use sm_respawn @dead, it works fine, but when a player enter to my server and is in "observer" and transferred to the "survivors dead" by SuperVersus Foxhound, and then I use sm_respawn " player's name ", he appears in saferoom.
The problem also occurs when a player takes control of a bot that was dead and the player remains dead, then i use sm_respawn "player's name" and respawn in saferoom.
I tested it again and I can't reproduce that. However, I tested it via admin menu only.
If the problem still actual, I can make a special version for you in PM.
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Last edited by Dragokas; 02-28-2021 at 14:47.
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Silvers
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Join Date: Aug 2010
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Old 03-01-2021 , 07:37   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #27

Quote:
Originally Posted by Mystik Spiral View Post
Funny you should mention that since I had the same thought earlier today. I have not tested it yet, but I added this to a new plugin I'm working on.

PHP Code:
public void OnAllPluginsLoaded()
{
    if (
LibraryExists("l4d_explosion_announcer"))
    {
        
SetFailState("The \"l4d_reverse_burn_and_explosion_announcer\" plugin conflicts with the \"l4d_explosion_announcer\" plugin, use only one of these plugins, not both");
    }

This won't work, the plugin does not use "RegPluginLibrary" to register a library with that name. If you want to test it's existence then search for the cvar "l4d_explosion_announcer_version".



This plugin is better to use than the original. I recently reinstalled my L4D2 server and had multiple versions of respawn running since I copy and pasted the plugins from several backups and none of them actually worked until I deleted all and installed this again.
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Mystik Spiral
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Join Date: Oct 2020
Location: Orlando, FL
Old 03-01-2021 , 08:03   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #28

Quote:
Originally Posted by Silvers View Post
This won't work, the plugin does not use "RegPluginLibrary" to register a library with that name. If you want to test it's existence then search for the cvar "l4d_explosion_announcer_version".
Thank you for the info about RegPluginLibrary. I'll do it the way you suggested with the ConVar.
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Striker black
Member
Join Date: Apr 2013
Old 03-09-2021 , 22:28   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #29

Hi, You can do so that it does not revive in the scope and instead revives the nearest survivor since let's say if he has his sights in the sky can reappear outside the map.
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Dragokas
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Old 03-10-2021 , 16:12   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #30

Yes, I can.

Does anybody know how to force player to sit down?
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