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[L4D1 & L4D2] SI Command Chase Common [v1.0.5 | 01-October-2021]


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Author
Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Plugin ID:
7501
Plugin Version:
1.0.5
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Allow special infecteds to command common infected to chase at crosshair
    Old 02-17-2021 , 08:59   [L4D1 & L4D2] SI Command Chase Common [v1.0.5 | 01-October-2021]
    Reply With Quote #1

    Description

    Based on my [L4D1 & L4D2] Shot Warns Common plugin.

    This plugin will add a new ability to special infecteds, that allow commanding common zombies to crosshair by creating an info_goal_infected_chase. (similar to vomit/vomit jar behaviour)

    This may be used mostly in versus, helping the infected team to create new strategies against survivors.

    Features
    • Allows configuring the duration and cooldown of the ability.
    • Allows configuring which button should trigger the ability.
    • Allows configuring which SI should have the ability.
    • Allow configuring to display the message through chat, hint, or instructor hint (L4D2 only).
    • Translation support.
    • Allow configuring who should see the beacon and sprite indicators.
    • Allow configuring the model/color of the beacon and sprite indicators.

    Preview



    Cvars

    A configuration file named "l4d_si_command_chase.cfg" will automatically be created for you upon the first run in the "\cfg\sourcemod\" folder.

    PHP Code:
    // Button to special infected command common zombies chase.
    // 0 = OFF, 1 = RELOAD (R), 2 = ZOOM (M3), 4 = USE (E).
    // Add numbers greater than 0 for multiple options.
    // Example: "5", activates with the RELOAD (R) or USE (E) keys.
    // -
    // Default: "4"
    // Minimum: "0.000000"
    // Maximum: "7.000000"
    l4d_si_command_chase_button "4"

    // Cooldown (seconds) to activate the skill again.
    // -
    // Default: "60.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_cooldown "60.0"

    // Duration (seconds) that common zombies will chase.
    // -
    // Default: "10.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_duration "10.0"

    // Enable/Disable the plugin.
    // 0 = Disable, 1 = Enable.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    l4d_si_command_chase_enable "1"

    // Create a beacon field where the chase has been created.
    // 0 = OFF, 1 = ON.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    l4d_si_command_chase_field "1"

    // Beacon field alpha transparency.
    // 0 = Invisible, 255 = Fully Visible.
    // -
    // Default: "255"
    // Minimum: "0.000000"
    // Maximum: "255.000000"
    l4d_si_command_chase_field_alpha "255"

    // Beacon field amplitude.
    // -
    // Default: "0.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_field_amplitude "0.0"

    // Beacon field color.
    // Use "random" for random colors.
    // Use three values between 0-255 separated by spaces ("<0-255> <0-255> <0-255>").
    // -
    // Default: "0 255 0"
    l4d_si_command_chase_field_color "0 255 0"

    // Beacon field duration (seconds).
    // -
    // Default: "1.0"
    // Minimum: "0.100000"
    l4d_si_command_chase_field_duration "1.0"

    // Beacon field end radius.
    // -
    // Default: "100.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_field_end_radius "100.0"

    // Beacon field model.
    // -
    // Default: "sprites/laserbeam.vmt"
    l4d_si_command_chase_field_model "sprites/laserbeam.vmt"

    // Beacon field offset (Z pos).
    // -
    // Default: "24.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_field_offset "24.0"

    // Repeat interval to create a beacon field.
    // -
    // Default: "1.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_field_repeat "1.0"

    // Beacon field start radius.
    // -
    // Default: "75.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_field_start_radius "75.0"

    // Beacon field width.
    // -
    // Default: "2.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_field_width "2.0"

    // Show instructor hint message.
    // L4D2 only.
    // 0 = OFF, 1 = ON.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    l4d_si_command_chase_instructor_hint "1"

    // Instructor hint color.
    // L4D2 only.
    // Use three values between 0-255 separated by spaces ("<0-255> <0-255> <0-255>").
    // -
    // Default: "255 255 255"
    l4d_si_command_chase_instructor_hint_color "255 255 255"

    // Instructor hint icon.
    // L4D2 only.
    // Empty = OFF.
    // -
    // Default: "icon_interact"
    l4d_si_command_chase_instructor_hint_icon "icon_interact"

    // Display type for the "Press Key" message.
    // 0 = OFF, 1 = CHAT, 2 = HINT.
    // Add numbers greater than 0 for multiple options.
    // Example: "3", displays the message in CHAT and as a HINT.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "3.000000"
    l4d_si_command_chase_press_key_msg "1"

    // Allow trigger common zombies while survivors are in the starting safe area.
    // 0 = OFF, 1 = ON.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    l4d_si_command_chase_safe_area "1"

    // Which special infected should be able to command common zombies.
    // 1 = SMOKER, 2 = BOOMER, 4 = HUNTER, 8 = SPITTER, 16 = JOCKEY, 32 = CHARGER, 64 = TANK.
    // Add numbers greater than 0 for multiple options.
    // Example: "127", enables command chase for all SI.
    // -
    // Default: "127"
    // Minimum: "0.000000"
    // Maximum: "127.000000"
    l4d_si_command_chase_si "127"

    // Display type for the "Skill Ready" message.
    // 0 = OFF, 1 = CHAT, 2 = HINT.
    // Add numbers greater than 0 for multiple options.
    // Example: "3", displays the message in CHAT and as a HINT.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "3.000000"
    l4d_si_command_chase_skill_ready_msg "1"

    // Skill ready sound.
    // Empty = OFF.
    // -
    // Default: "ui/alert_clink.wav"
    l4d_si_command_chase_skill_ready_sound "ui/alert_clink.wav"

    // Create a sprite where the chase has been created.
    // 0 = OFF, 1 = ON.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    l4d_si_command_chase_sprite "1"

    // Sprite alpha transparency.
    // Note: Some models don't allow to change the alpha.
    // 0 = Invisible, 255 = Fully Visible
    // -
    // Default: "255"
    // Minimum: "0.000000"
    // Maximum: "255.000000"
    l4d_si_command_chase_sprite_alpha "255"

    // Sprite color.
    // Use "random" for random colors.
    // Use three values between 0-255 separated by spaces ("<0-255> <0-255> <0-255>").
    // -
    // Default: "0 255 0"
    l4d_si_command_chase_sprite_color "0 255 0"

    // Minimum distance that a client must be before the sprite fades.
    // -1 = Always visible.
    // -
    // Default: "-1"
    // Minimum: "-1.000000"
    // Maximum: "9999.000000"
    l4d_si_command_chase_sprite_fade_distance "-1"

    // Minimum/Maximum distance between the original position that the sprite should reach before inverting the vertical direction.
    // 0 = OFF.
    // -
    // Default: "4.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_sprite_min_max "4.0"

    // Sprite model.
    // -
    // Default: "vgui/icon_download.vmt"
    l4d_si_command_chase_sprite_model "vgui/icon_download.vmt"

    // Sprite scale (increases both height and width).
    // Some range values maintain the size the same.
    // -
    // Default: "0.25"
    // Minimum: "0.000000"
    l4d_si_command_chase_sprite_scale "0.25"

    // Speed that the sprite will move at the Z axis.
    // 0 = OFF.
    // -
    // Default: "1.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_sprite_speed "1.0"

    // Additional Z axis to the sprite.
    // -
    // Default: "50.0"
    // Minimum: "0.000000"
    l4d_si_command_chase_sprite_z_axis "50.0"

    // Apply the same random color for both field and sprite.
    // 0 = OFF, 1 = ON.
    // -
    // Default: "1"
    // Minimum: "0.000000"
    // Maximum: "1.000000"
    l4d_si_command_chase_sync_random_color "1"

    // Which teams should be able to see the chase effects (beacon / sprite).
    // 0 = NONE, 1 = SURVIVOR, 2 = INFECTED, 4 = SPECTATOR, 8 = HOLDOUT.
    // Add numbers greater than 0 for multiple options.
    // Example: "3", enables for SURVIVOR and INFECTED.
    // -
    // Default: "2"
    // Minimum: "0.000000"
    // Maximum: "15.000000"
    l4d_si_command_chase_team "2" 
    Admin Commands
    • sm_forcechaseaim => Force common zombies chase on self crosshair (no args) or specified targets crosshair. Example: self -> sm_forcechaseaim / target -> sm_forcechaseaim @bots. (z flag required)
    • sm_print_cvars_l4d_si_command_chase => Print the plugin related cvars and their respective values to the console. (z flag required)

    Change Log

    Spoiler


    Current Translations
    • en - English
    • es - Spanish
    • pt - Brazilian Portuguese
    • pt_p - Portuguese

    Notes
    • This plugin creates an info_goal_infected_chase entity at SI crosshair.
    • Some uncommon zombies can't be warned. (e.g: Road Worker / Jimmy Gibs / Fallen Survivor)
    • The default plugin sprite is visible through walls, this is because of an attribute on the original .vmt file ($ignorez 1).

      If this bothers you, try setting the following cvar to one of these materials:
      PHP Code:
      l4d_spot_marker_sprite_model "vgui/hud/icon_locator_generic.vmt" 
      PHP Code:
      //can't recolor, default color: white
      l4d_spot_marker_sprite_model "vgui/resource/downarrow.vmt" 

    Thank you!

    Related Plugins

    Post Reply
    • Any feedback, bug reports, fixes, improvements, translations or suggestions for the plugin are welcome.

    Installation
    • Put the "l4d_si_command_chase.phrases.txt" file in your "\addons\sourcemod\translations\" folder.
    • Put the "l4d_si_command_chase.smx" file (click Get Plugin) in your "\addons\sourcemod\plugins\" folder.
    Attached Files
    File Type: txt l4d_si_command_chase.phrases.txt (1.8 KB, 291 views)
    File Type: sp Get Plugin or Get Source (l4d_si_command_chase.sp - 136 views - 58.8 KB)
    __________________

    Last edited by Marttt; 07-08-2023 at 09:35.
    Marttt is offline
    Tonblader
    Senior Member
    Join Date: Jul 2011
    Location: Peru
    Old 02-17-2021 , 09:03   Re: [L4D1 & L4D2] SI Command Chase Common [v1.0.0 | 17-February-2021]
    Reply With Quote #2

    Not a bad idea, it seems to me that a plugin is also missing for the case of survivors, who can return to a accesible place a lifeless body of another survivor who has fallen off a cliff.
    Tonblader is offline
    Maur0
    Senior Member
    Join Date: Aug 2020
    Old 03-01-2021 , 14:38   Re: [L4D1 & L4D2] SI Command Chase Common [v1.0.0 | 17-February-2021]
    Reply With Quote #3

    Ok the truth happened several weeks and I wanted to try this plugin out of curiosity since I do not get much into versus mode. But I must say that I loved this plugin and that is very useful to force the common infected to give them the order to go to that position and ambush the survivors.

    One thing that I would like to suggest out there, it would be good to add some indicator or something that tells you that the ability is ready to use and indicate to the player that "You can use the key to order the Commons", something like that. Since no matter how much you have to wait for the recharge time, you do not know when it will be ready or not.

    If possible add something like that, as to notify that it is ready to use. Anyway, excellent plugin you have done!
    Maur0 is offline
    Maur0
    Senior Member
    Join Date: Aug 2020
    Old 03-15-2021 , 16:20   Re: [L4D1 & L4D2] SI Command Chase Common [v1.0.1 | 14-March-2021]
    Reply With Quote #4

    Quote:
    Originally Posted by Marttt View Post
    Updated 1.0.2

    Code:
    1.0.2 (15-March-2021)
    - Added cvars to animate the sprite moving up/down.
    
    1.0.1 (14-March-2021)
        - Added how-to and cooldown messages. (thanks "Maur0" for requesting)
        - Added chat, hint and instructor hint (L4D2 only) messages.
        - Added support to translation. (en / es / pt / pt_p)
        - Added sound for the activator when the skill is ready to use again.
        - Added sprite and beacon field indicator.
    AWESOME! Thank you very much Marttt!

    Edit: I just realized the date you updated it and it was just my birthday :O

    Thank you very much for this great gift!

    Last edited by Maur0; 03-16-2021 at 15:06.
    Maur0 is offline
    Marttt
    Veteran Member
    Join Date: Jan 2019
    Location: Brazil
    Old 04-03-2021 , 17:11   Re: [L4D1 & L4D2] SI Command Chase Common [v1.0.3 | 03-April-2021]
    Reply With Quote #5

    Updated 1.0.3

    Code:
    1.0.3 (03-April-2021)
        - Added animation to field.
    __________________

    Last edited by Marttt; 04-03-2021 at 17:11.
    Marttt is offline
    noto3
    Member
    Join Date: Jan 2021
    Old 05-20-2022 , 00:45   Re: [L4D1 & L4D2] SI Command Chase Common [v1.0.5 | 01-October-2021]
    Reply With Quote #6

    Nice idea, could you make one for the witch?
    noto3 is offline
    Reply



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