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[L4D(2)] Ready Up! 0.17.3


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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-23-2009 , 15:17   Re: [L4D] Ready Up!
Reply With Quote #11

Quote:
Originally Posted by The JCS View Post
I think the correct is l4d_ready_enforce
Yep, I noticed all of the READMEs had the wrong CVAR listed, I updated the plugin now to use l4d_ready_enabled.
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Forsetti
Junior Member
Join Date: Jan 2009
Old 01-23-2009 , 18:38   Re: [L4D] Ready Up!
Reply With Quote #12

The download doesn't work for me...


Update: it work now...

Last edited by Forsetti; 01-23-2009 at 21:37.
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-24-2009 , 20:21   Re: [L4D] Ready Up!
Reply With Quote #13

Updated to version 0.13.5

CHANGELOG

0.13.5
  • BUGFIX - Survivors could trigger tank during round restart by running outside saferoom (and then only one tank would spawn during the match instead of 2). Now survivors are only unfrozen after both round restarts.
  • BUGFIX - Normal Infected would remain disappeared if plugin was disabled with cvar or unloaded during the ready-up mode, now it will re-enable zombies at any time.
  • EASE - Toggling l4d_ready_enabled will now restart the map (and reset the score).

0.13.4
  • TYPO - All of the documentation said the CVAR to enable the plugin was l4d_ready_enabled, in fact it was l4d_ready_enforced. The cvar is now actually l4d_ready_enabled.
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ChillyWI
Senior Member
Join Date: Aug 2008
Old 01-24-2009 , 22:33   Re: [L4D] Ready Up!
Reply With Quote #14

Works nice. Thank you for this. I have two requests:

1. If possible, move the message on the screen. Right now when you're infected it overlaps the infected spawn hud. If it can be moved up to the top of the screen I think it'd work better.

2. Add cvars for versus and co-op:
l4d_ready_enabledcoop [0|1]
l4d_ready_enabledversus [0|1]
You could leave l4d_ready_enabled and have it override the other settings. I just want this for versus mode and don't need it for co-op mode. I wish there were some way of doing this in the config files (infected.cfg/noinfected.cfg) but those never seem to work.
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JaymZ
Junior Member
Join Date: Jan 2009
Location: France
Old 01-25-2009 , 05:13   Re: [L4D] Ready Up!
Reply With Quote #15

For an Admin, is there a simply trick to turn the server pause state?
=> Cvar "pause" or "setpause" seems to no work with L4D.

(Asked my question here 'cause maybe this plugin use this "trick")
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-25-2009 , 14:16   Re: [L4D] Ready Up!
Reply With Quote #16

Quote:
Originally Posted by ChillyWI View Post
Works nice. Thank you for this. I have two requests:

1. If possible, move the message on the screen. Right now when you're infected it overlaps the infected spawn hud. If it can be moved up to the top of the screen I think it'd work better.

2. Add cvars for versus and co-op:
l4d_ready_enabledcoop [0|1]
l4d_ready_enabledversus [0|1]
You could leave l4d_ready_enabled and have it override the other settings. I just want this for versus mode and don't need it for co-op mode. I wish there were some way of doing this in the config files (infected.cfg/noinfected.cfg) but those never seem to work.
Have you tried making a map config? Like in TF2?

Quote:
Originally Posted by JaymZ View Post
For an Admin, is there a simply trick to turn the server pause state?
=> Cvar "pause" or "setpause" seems to no work with L4D.

(Asked my question here 'cause maybe this plugin use this "trick")
The pause command in this plugin doesn't pause the gameplay.
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ChillyWI
Senior Member
Join Date: Aug 2008
Old 01-26-2009 , 11:12   Re: [L4D] Ready Up!
Reply With Quote #17

Quote:
Originally Posted by Downtown1 View Post
Have you tried making a map config? Like in TF2?
Ahh, no I haven't, but I'll do that. Kind of sucks since I'll have to make one for 10 maps, but that's fine.
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-26-2009 , 13:23   Re: [L4D] Ready Up!
Reply With Quote #18

Quote:
Originally Posted by ChillyWI View Post
Ahh, no I haven't, but I'll do that. Kind of sucks since I'll have to make one for 10 maps, but that's fine.
You'd only have to make it for the first map of each campaign ;).
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ChillyWI
Senior Member
Join Date: Aug 2008
Old 01-29-2009 , 11:51   Re: [L4D] Ready Up!
Reply With Quote #19

I removed my previous posts because they didn't apply. Here's how people should use this...
  1. Leave all l4d_ready_* commands out of the server.cfg.
  2. In cfg/infected.cfg put the following (adjust as necessary):
    Code:
    l4d_ready_enabled 1
    l4d_ready_both_halves 0
    l4d_ready_minimum_players 2
  3. In cfg/infected_off.cfg put the following:
    Code:
    l4d_ready_enabled 0
    sm plugins unload l4dready.smx
I've tested and it works perfectly for both versus and campaign (disabling the plugin for campaign), and it'll work for all future maps you add.

To the author, I think there may be an issue with !forcestart where it restarts the map even if l4d_ready_enabled is 0. I'm getting around this by disabling the plugin, but your cvar toggle should encompass the entire plugin.

Another possible feature that would be really smart for CAL to pick up is swapping which team is survivor first each stage. So one team would be survivor first on stages 1,3,5 and the other team would be first on 2,4. It would really balance things out, and you already have most of the functionality in your plugin (just force a single restart at the start of each stage). Would have to test to make sure the scores followed properly, but it should work.
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AcidTester
Senior Member
Join Date: Jan 2009
Old 01-31-2009 , 09:44   Re: [L4D] Ready Up!
Reply With Quote #20

Downtown1 is it possible to prevent this plugin from being autoloaded, cause when i first start server or restart it, pluing loads automatically, after i go away from the computer and sometimes i forgot to enter l4d_ready_enabled 0 so players who enter the server got ready status. But i just want to start is manually not by autoload.
Thanks in advance.
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