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[L4D] L4D Tank announce and lock door (v1.1.7, 2022-01-02)


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ZBzibing
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Join Date: Dec 2012
Old 12-09-2021 , 08:19   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #21

Quote:
Originally Posted by Marttt View Post
A solution is to do that kind of checks inside a timer instead checking by player_death event.
I think that kick doesn't trigger player_death
Are you willing to fix him?
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Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-09-2021 , 12:28   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #22

Quote:
Originally Posted by Marttt View Post
I really don't like to change plugins from other authors cause it feels unethical

Anyway, try this version.
Unethical? How come, everything making plugins better is always good.

I included the final map check.

Why do you check if (IsPlayerIncapacitated(client))?


You still have to add the map name of bugged maps like the curchguy from death toll, you dont want THAT door to open after tank death.

And maybe silvers has an idea for unethically change my strcontains
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Last edited by finishlast; 12-10-2021 at 13:24.
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Marttt
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Old 12-09-2021 , 13:20   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #23

IsPlayerIncapacitated check because when the tank "dies" it still plays an animation, during this time the tank is healed and in incapacitated state.

Actually won't make much difference for your plugin.

I usually do that check for plugins that display some HP text info (e.g.: otherwise it will display that it is still alive with 5000 HP -> z_tank_incapacitated_health cvar)
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Last edited by Marttt; 12-10-2021 at 06:27.
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finishlast
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Old 12-09-2021 , 17:22   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #24

Ah, OK, that's good to know, I was wondering why but that makes sense.

So if ZBzibing says all is OK now, I will update the main post.

It seems to work for me. Mb someone test it for L4D2 though.
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Last edited by finishlast; 12-09-2021 at 17:22.
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ZBzibing
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Join Date: Dec 2012
Old 12-10-2021 , 06:14   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #25

Quote:
Originally Posted by Marttt View Post
IsPlayerIncapacitated check because when the tank "dies" it still plays an animation, during this time the tank is healed and in incapacitated state.

Actually won't make much difference for your plugin.

I usually do that check for plugins that display some HP text info (e.g.: otherwise it will display that it is still alive with 4000 HP)
Hey Matt! I have been playing L4D for thirteen years.
Although I don't understand the program, too much game experience allows me to see the special problems caused by the player's behavior in many situations. In fact, the program is to correct and repair these defects to make it better.
I don't think this is unethical, because many authors may have created plug-ins out of interest, but more people who use their plug-ins can deeply understand the problems caused by plug-ins.
The author can’t experience personal things in the game all the time, but we can replace the author’s plan to make up the time and find the problem. Maybe we don’t know the logic of the program, but we will try to describe the process of the problem in detail to help the author find the problem The key point.

In fact, many times when you share programs, you are actually sharing a learning method, a program thinking and programming method that realizes functions.
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Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
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ZBzibing
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Old 12-10-2021 , 07:43   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #26

Quote:
Originally Posted by finishlast View Post
Ah, OK, that's good to know, I was wondering why but that makes sense.

So if ZBzibing says all is OK now, I will update the main post.

It seems to work for me. Mb someone test it for L4D2 though.
Thank you very much for the author's update, and Matt has also made a lot of great programs
1.I have tested all the maps,version 1.08 invalid maps security door
HTML Code:
l4d_smalltown02_drainage
l4d_smalltown03_ranchhouse //1.07 efficient
2.The code of each map ending
Code:
	|| StrEqual(sMap, "l4d_hospital05_rooftop", false) 
	|| StrEqual(sMap, "l4d_smalltown05_houseboat", false) 
	|| StrEqual(sMap, "l4d_airport05_runway", false) 
	|| StrEqual(sMap, "l4d_farm05_cornfield", false) 
	|| StrEqual(sMap, "l4d_river03_port", false) 
	|| StrEqual(sMap, "tutorial_standards", false) //Official hidden
3.The 1.07 version Tips to own,
but the 1.08 version tank is alive, and the prompt for the player to operate the safety door is gone
__________________
Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:

Last edited by ZBzibing; 12-10-2021 at 07:49.
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finishlast
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Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-10-2021 , 13:31   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #27

I forgot to check for bugged on initdoor. Fixed that now.

Make sure to not noclip to the end door on ranchhouse, try to walk there and check, I think the door is always open at beginning and gets closed when you walk there


I have no idea why it is not locking drainage door though. ooooof

If it working on all other maps and only not on drainage???
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Last edited by finishlast; 12-11-2021 at 08:09.
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 12-11-2021 , 05:56   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #28

Quote:
Originally Posted by finishlast View Post
I forgot to check for bugged on initdoor. Fixed that now.

Make sure to not noclip to the end door on ranchhouse, try to walk there and check, I think the door is always open at beginning and gets closed when you walk there


I have no idea why it is not locking drainage door though. ooooof

If it working on all other maps and only not on drainage???
I have tested it, and the security door still fails in the two maps I mentioned earlier.
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Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
ZBzibing is offline
Marttt
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Join Date: Jan 2019
Location: Brazil
Old 12-11-2021 , 07:36   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #29

Checking for the saferoom model is not the best approach.
Some maps have the "end saferooms" doors from previous maps spawned as entity
And other custom maps may have "fake" saferooms at the middle of the map (like energy crisis)

So in drainage you have both "02" models from the starting saferoom and the ending one
Why it fails is because the starting saferoom has a lesser entity index, so is the first entity found

This is a bad map design IMO, but nothing we can do.
Instead you can try checking for entity targetname and compare if it is "checkpoint_entrance".
May even remove some bug hard-coded maps list and don't need check for finale.
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Last edited by Marttt; 12-11-2021 at 08:43. Reason: Plugin updated
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finishlast
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Join Date: Nov 2018
Location: In Reno with the vitamin
Old 12-11-2021 , 08:12   Re: [L4D] L4D Tank announce and lock door (v1.0.7, 2020-03-28)
Reply With Quote #30

I tried Marttts version and it works on drainage for me.

For ranchhouse make sure you walk there and not go there via noclip to check.
A tank should NOT close that door, bc it would bug the churchguy event.

So it will only say "a tank has spawned"

Readded the open door warning when opening a closed door. Might need some cooldown timer mb to prevent spam.

If you can retest on your server I will replace first post with this (Marttts) version.

Thx Marttt btw. for the explanations and code.
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Last edited by finishlast; 12-12-2021 at 05:37.
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