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[L4D1 & L4D2] SM Respawn Improved


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Dragokas
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Join Date: Nov 2017
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Old 07-31-2020 , 09:40   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #11

There is some dead body removing feature. I will try to look later on what is a problem.
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Tonblader
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Old 10-01-2020 , 04:18   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #12

For some reason, the characters do not revive in the place where I am observing (i need this), respawn in the saferoom refuge (bug).
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Dragokas
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Old 10-06-2020 , 16:30   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #13

Tonblader, works for me. Cannot reproduce your problem.
What map? What is your position? Who you try to respawn and where, show exact angle?
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Last edited by Dragokas; 10-06-2020 at 16:30.
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Psyk0tik
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Old 10-06-2020 , 18:27   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #14

I can confirm that it works fine for me as well.
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cravenge
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Join Date: Nov 2015
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Old 10-07-2020 , 09:36   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #15

Quote:
Originally Posted by Tonblader View Post
For some reason, the characters do not revive in the place where I am observing (i need this), respawn in the saferoom refuge (bug).
I remember this happening when the one issuing the command is either dead or in Spectators team.

Last edited by cravenge; 10-07-2020 at 09:36.
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Tonblader
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Old 10-16-2020 , 15:19   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #16

Quote:
Originally Posted by cravenge View Post
I remember this happening when the one issuing the command is either dead or in Spectators team.
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.

Last edited by Tonblader; 10-16-2020 at 15:25.
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cravenge
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Old 10-17-2020 , 04:23   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #17

The only solution I can think of at this time is by borrowing some code snippet to teleport the soon-to-be-respawned dead target to one of the alive players.
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Psyk0tik
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Old 02-28-2021 , 04:35   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #18

I would like to suggest renaming the files to be different from the ones on AtomicStryker's original thread to have more distinction. Having two different threads using the same filenames leads to cases like this. Not all users will remember to look for the URL in the plugin source code and it's not easy either to remember which threads you downloaded each plugin from.

I've been using this fork since you first released it and even I sometimes forget that it's from your thread as well.
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Silvers
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Join Date: Aug 2010
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Old 02-28-2021 , 04:54   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #19

I think the plugin name should stay as is. This is supposed to replace the other one and it's using the same command name etc. Having a different name adds potential for a plugin conflict.
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Psyk0tik
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Old 02-28-2021 , 05:20   Re: [L4D & L4D2] SM Respawn Improved
Reply With Quote #20

That’s a fair point, but that’s why people shouldn’t be using two or more plugins with similar functionalities in the first place. My suggestion has more to do with creating some kind of distinction between both plugins’ filenames. He could make a subtle change like from l4d_sm_respawn to l4d_sm_respawn_improved. That way, if people, for any reason, download both versions, they can at least tell that this is the improved version.
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