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[L4D / L4D2] Anti-Rush System (Reloaded) | 1.82 [Final] : Jan. 30, 2019 |


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KasperH
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Join Date: Apr 2016
Location: Hungary
Old 05-13-2016 , 06:45   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #21

So i tested on all maps. (Btw i like the street barricades.)

Blood Harvest - I didn't see any block.
Dead Air - No block.
The Parish - Working fine, but you can still go out on left and right.
The Sacrifice - Working, but you can go out on the boat.
No Mercy - Working, but the another way is not blocked.
Death Tool - Didn't see any block.

The others maps a working fine.

Btw i still have this:
Quote:
prop prop_dynamic_override at 0 0 0 missing modelname
prop prop_dynamic_override at 0 0 0 missing modelname
Or this is normal?

I can show screensshots, if its easyer for you.

Last edited by KasperH; 05-13-2016 at 07:33.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-13-2016 , 08:21   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #22

Yup, it's normal because of late model precaching. I'm still working to find the right places to put path blocks and this time, find other models to use as fences.

EDIT: I'm gonna change the models for The Parish and The Sacrifice as I found one which suits to block the path.

Last edited by cravenge; 05-13-2016 at 08:22.
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KasperH
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Join Date: Apr 2016
Location: Hungary
Old 05-13-2016 , 11:53   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #23

I think i found an another problem. (Or not.)
Example: On Dead Center, human infected can't go through the block in ghost mode to find a good spot before the block time is over.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-13-2016 , 23:44   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #24

Quote:
Originally Posted by KasperH View Post
I think i found an another problem. (Or not.)
Example: On Dead Center, human infected can't go through the block in ghost mode to find a good spot before the block time is over.
Oh, that's right. Funny you mentioned that as it was in my to do list. Hmmm, I think you better download this addon because some of the models I'm trying to use are from there. I know it's a big file but if you don't want to, I won't judge and just make another replicate plugin that uses models from the game only.
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KasperH
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Join Date: Apr 2016
Location: Hungary
Old 05-14-2016 , 08:49   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #25

Quote:
Originally Posted by cravenge View Post
Oh, that's right. Funny you mentioned that as it was in my to do list. Hmmm, I think you better download this addon because some of the models I'm trying to use are from there. I know it's a big file but if you don't want to, I won't judge and just make another replicate plugin that uses models from the game only.
Yeah, it's not small. What about the players who joins the server?
Hmm it's possible to use infected models as blocks? Maybe a tank? I think human infected can go trough in ghost mode. I'm not 100% sure, just an idea.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-14-2016 , 09:20   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #26

Hmm, I just had a temporary idea. I will teleport all infected players just few distances away from the path blockers. What Versus server do you host? Normal 4vs4 or extended 4+vs4+?
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KasperH
Senior Member
Join Date: Apr 2016
Location: Hungary
Old 05-14-2016 , 12:03   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #27

Quote:
Originally Posted by cravenge View Post
Hmm, I just had a temporary idea. I will teleport all infected players just few distances away from the path blockers. What Versus server do you host? Normal 4vs4 or extended 4+vs4+?
Normal, ppl always ragequit if they see ready up, advertisement...etc, so we only have background/invisible plugins. Or test it if they rage or not, luckily they don't quit when they see the anti-rush, or little things like Cannounce

Btw i like the teleport idea, that was the second thing i was thinking.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 05-14-2016 , 12:11   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #28

Quote:
Originally Posted by KasperH View Post
Normal, ppl always ragequit if they see ready up, advertisement...etc, so we only have background/invisible plugins. Or test it if they rage or not, luckily they don't quit when they see the anti-rush, or little things like Cannounce

Btw i like the teleport idea, that was the second thing i was thinking.
I'll be working on it after half-time job.
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eziosid
Senior Member
Join Date: Sep 2017
Old 10-30-2017 , 02:02   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #29

Quote:
Originally Posted by cravenge View Post
Successfully added DT and BH path blocks.
hello c10m1_caves paths are missing and the greenhouse path is replaced with ERROR text thx plz fix this

can u tell me how fix this

any commands ?

Last edited by eziosid; 10-30-2017 at 03:46. Reason: i forgot this lines
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eziosid
Senior Member
Join Date: Sep 2017
Old 11-15-2017 , 23:05   Re: [L4D/L4D2] Anti-Rush System
Reply With Quote #30

Quote:
Originally Posted by cravenge View Post
Successfully added DT and BH path blocks.
can plz check again cave and greenhouse path still missing plz add those thank you
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