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L4DToolZ Metamod plugin (l4d1 & l4d2)


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Visual77
Veteran Member
Join Date: Jan 2009
Old 02-05-2010 , 12:15   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #391

Quote:
Originally Posted by Teraku View Post
This plugin modifies something permanently in your L4D2, even after I removed this plugin, there are still some bugs which started appearing after I installed this plugin.

If a bot dies, it sometimes randomly disappears completely, as if it's kicked from the server. And it also happens when someone disconnects. Instead of it switching to a bot, the bot just disappears, making me have to use sb_add every time someone joins or leaves, causing the bot to have 100 HP and dual pistols.
That is pretty normal on a server with more then 4 survivors,
but I hardly think it's caused by this plugin.
And if it was, it would have dissapered when you removed the plugin.

Last edited by Visual77; 02-05-2010 at 12:18.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 02-05-2010 , 16:19   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #392

Valves new update fixes ghost spawn so I guess you could use valves method.
* Enabled finale manual spawn by default
http://store.steampowered.com/news/3408/
Visual77 is offline
satannuts
Member
Join Date: Jan 2010
Old 02-10-2010 , 15:59   Re: L4DToolZ Metamod plugin
Reply With Quote #393

ivailosp
Great plugin - I'm a big fan.

back on page one someone asked:
Quote:
Originally Posted by lovemf View Post
and can do this?
sv_maxplayers max human players that can join your server
sv_maxslots max max srcds.exe slots
and you responded:
Quote:
Originally Posted by ivailosp View Post
...
sv_maxslots? max slots is set to 32 in my plugin - you need more?
I think he was requesting if you could ADD that functionality to your plugin.

Could you add the cvar to limit slots AND a separate one to limit human players?

I wanted to set up a reserved slot to kick high ping player when admin connects to my server [running l4dtoolz with bebop for 8 player coop]
cvars in server.cfg:
sm_cvar sv_maxplayers 9 //8 man coop
sm_cvar sv_visiblemaxplayers 8 //-1 default
sm_cvar sv_removehumanlimit 1
sm_cvar sv_unlock_sb_add 1
sm_cvar sv_force_unreserved 1
//sm_cvar z_max_player_zombies 4
sm_cvar survivor_limit 8 //default 4

from sourcemod.cfg:
Quote:
// Specifies how the reserved slots plugin operates. Valid values are:
// 0 : Public slots are used in preference to reserved slots. Reserved slots are freed before public slots.
// 1 : If someone with reserve access joins into a reserved slot, the player with the highest latency and
// no reserved slot access (spectator players are selected first) is kicked to make room. Thus, the reserved
// slots always remains free. The only situation where the reserved slot(s) can become properly occupied is
// if the server is full with reserve slot access clients.
// --
// Requires: reservedslots.smx
// Default: 0
sm_reserve_type 1

// Specifies the number of reserved player slots. Users with the reservation
// admin flag set will be able to join the server when there are no public slots
// remaining. If someone does not have this flag, they will be kicked.
// (Public slots are defined as: maxplayers - number of reserved slots)
// --
// Requires: reservedslots.smx
// Default: 0
sm_reserved_slots 1

// Specifies whether or not reserved slots will be hidden (subtracted from max
// slot count). Valid values are 0 (visible) or 1 (hidden).
// --
// Requires: reservedslots.smx
// Default: 0
sm_hide_slots 1
I don't understand too much script, but when reserved slots hides a slot, it changes sv_visiblemaxplayers according to the max slots.

From reservedslots.sp:
Code:
SetConVarInt(sv_visiblemaxplayers, g_MaxClients);
}

public OnMapStart()
{
    g_MaxClients = GetMaxClients();
    
    if (GetConVarBool(sm_hide_slots))
    {        
        SetVisibleMaxSlots(GetClientCount(false), g_MaxClients - GetConVarInt(sm_reserved_slots));
    }
}

public OnConfigsExecuted()
{
    if (GetConVarBool(sm_hide_slots))
    {
        SetVisibleMaxSlots(GetClientCount(false), g_MaxClients - GetConVarInt(sm_reserved_slots));
    }    
}
I have sv_visiblemaxplayers set to 8, but the reservedslots plugin changes it to 31 when sm_hide_slots set to 1.

Would you be able to fix this by adding a new cvar?
or is this problem beyond the scope of your plugin?
satannuts is offline
sonnzy
Member
Join Date: Nov 2009
Old 02-10-2010 , 22:44   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #394

Any one who was stuck with server crash can try this Multiplayer plugin.
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Jоnny
Senior Member
Join Date: Jun 2007
Old 02-12-2010 , 04:15   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #395

Problem in number of used slots. How your plugin can help?
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ivailosp
Senior Member
Join Date: Feb 2009
Old 02-12-2010 , 06:58   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #396

satannuts bots need and you extra slots in this game. so your calculation is wrong - you dont need to get max slot nuber, but number saved in sv_maxplayers
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RasterMan
Senior Member
Join Date: Mar 2004
Location: Luton, UK
Old 02-14-2010 , 07:57   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #397

Is this plugin ever going to be updated?
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ivailosp
Senior Member
Join Date: Feb 2009
Old 02-14-2010 , 12:27   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #398

what do you mean by update
ivailosp is offline
Jоnny
Senior Member
Join Date: Jun 2007
Old 02-14-2010 , 13:07   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #399

Mmm.. fix witch for example
Jоnny is offline
ivailosp
Senior Member
Join Date: Feb 2009
Old 02-14-2010 , 14:35   Re: L4DToolZ Metamod plugin (l4d1 & l4d2)
Reply With Quote #400

what is wrong with her
any way this plugin unlock slot, not change game mechanic to support more players
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