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[L4D & L4D2] Lock Doors (1.21) [11-Dec-2022]


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Sunyata
Senior Member
Join Date: Nov 2017
Location: Wherever I am
Old 08-17-2020 , 03:45   Re: [L4D & L4D2] Lock Doors (1.2) [10-May-2020]
Reply With Quote #21

Quote:
Originally Posted by PEK727 View Post
Hi Silvers, there is a bug I discovered in which after you lock/unlock a door, you can lock/unlock that door from any distance as long as you are looking at it. Also I notice on occasion Witches (especially burning ones) and Tanks seem to have trouble breaking through locked doors and will sometimes just run into them until they burn up.
Locking/unlocking a door from a distance is expected from the plugin. Besides, it's preferable to lock the door from a distance when pointing the gun reticle at it. There are some advantages to doing this also.

I didn't have an issue with tanks or witches breaking doors, except the rescue closet one, they cant be broken down ( which is part of the game design) until that rescue closet door has been opened.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 08-18-2020 , 14:42   Re: [L4D & L4D2] Lock Doors (1.3) [18-Aug-2020]
Reply With Quote #22

Quote:
Originally Posted by PEK727 View Post
Hi Silvers, there is a bug I discovered in which after you lock/unlock a door, you can lock/unlock that door from any distance as long as you are looking at it. Also I notice on occasion Witches (especially burning ones) and Tanks seem to have trouble breaking through locked doors and will sometimes just run into them until they burn up.
Code:
1.3 (18-Aug-2020)
    - Added cvar "l4d_lock_doors_range" to set the distance players must be to lock or unlock doors.
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The Renegadist
Junior Member
Join Date: Sep 2016
Old 06-20-2021 , 04:06   Re: [L4D & L4D2] Lock Doors (1.3) [18-Aug-2020]
Reply With Quote #23

Not sure if you're still working on this but originally when players locked the doors the lock on the door turned for it being locked and back again for unlocked, we still have these animation states for the doors. Is there any way you could make it to where when locked the lock animation plays and vice versa for unlocked? There's also an animation state where while the lock is turned the knob tries to turn but fails because it's locked, could that be done as well?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-20-2021 , 10:18   Re: [L4D & L4D2] Lock Doors (1.3) [18-Aug-2020]
Reply With Quote #24

Quote:
Originally Posted by The Renegadist View Post
Not sure if you're still working on this but originally when players locked the doors the lock on the door turned for it being locked and back again for unlocked, we still have these animation states for the doors. Is there any way you could make it to where when locked the lock animation plays and vice versa for unlocked? There's also an animation state where while the lock is turned the knob tries to turn but fails because it's locked, could that be done as well?
Yeah I would add this but I don't know the animation name to trigger it. I had a look at the metal door model and it had no animations. I noticed when the door is locked and you try to use it doesn't make a sound or wiggle the handle. Is this the same for all locked doors? That's something I would add too.

Edit: I found one door with a knob which has the animation, the metal door with a handle doesn't seem to have any animation.
Also added a sound for when it's locked and attempting to open. I'll probably have to find more doors which don't have animation or only use a list of doors with the knob animation.

Code:
1.4 (21-Jun-2021)
    - Added door handle animation and sound when attempting to open a locked door. Requested by "The Renegadist".
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Last edited by Silvers; 06-21-2021 at 09:55.
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The Renegadist
Junior Member
Join Date: Sep 2016
Old 06-26-2021 , 21:18   Re: [L4D & L4D2] Lock Doors (1.4) [21-Jun-2021]
Reply With Quote #25

Oh hey, thank for adding my suggestion! It's too bad we couldn't replace the lock and handle on the metal doors with the proper ones via sourcemod.

Unrelated to this but since you're still active I thought I'd ask, so I discovered last year that if you add ""include" "materials/models/survivors/survivors_it_shared.vmt"" to the VMT of the weapons when you are puked on by a Boomer the puke texture will show on the weapons and fade out after awhile since it uses the same system to display on the playermodels. After some testing it seems they coded out the ability to work on the viewmodel arms themselves, is it possible to restore this via sourcemod so if the it_shared is included in the arm VMT's that when puked on it will show on the arms just the same? If so is that something you'd be willing to help us get working?



The example of it_shared working on weapons during Boomer puke but not arms.

Last edited by The Renegadist; 06-26-2021 at 21:25. Reason: test
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 06-26-2021 , 21:44   Re: [L4D & L4D2] Lock Doors (1.4) [21-Jun-2021]
Reply With Quote #26

You modified/recompiled the weapon model to do this?
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sonic155
Senior Member
Join Date: Mar 2019
Old 07-09-2021 , 02:23   Re: [L4D & L4D2] Lock Doors (1.4) [21-Jun-2021]
Reply With Quote #27

Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail

~ this happened after update i did this on a saferoom door i spawn in =p
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 07-09-2021 , 04:58   Re: [L4D & L4D2] Lock Doors (1.4) [21-Jun-2021]
Reply With Quote #28

Quote:
Originally Posted by sonic155 View Post
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail

~ this happened after update i did this on a saferoom door i spawn in =p
Which model? This will probably happen to other models too, I have to exclude them.
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sonic155
Senior Member
Join Date: Mar 2019
Old 07-13-2021 , 23:46   Re: [L4D & L4D2] Lock Doors (1.4) [21-Jun-2021]
Reply With Quote #29

Doing a vid for ya =)

~creating vid~

~uploading vid~

~vid up and ready https://www.youtube.com/watch?v=mmXnC3lOmRI ~

~data i said i copyed below~

~~~~
VSLib: Precaching: models/props_doors/checkpoint_door_02.mdl
Late precache of models/props_doors/checkpoint_door_02.mdl
SCRIPT PERF WARNING --- "<lambda or free run script>" ran long at 1.878498ms
VSLib: Precaching: models/props_downtown/door_interior_112_01.mdl
Late precache of models/props_downtown/door_interior_112_01.mdl
Late precache of models/props_downtown\door_interior_112_01_dm01_02.m dl
Late precache of models/props_downtown/door_interior_112_01_DM01_01.mdl
Late precache of models/props_downtown/door_interior_112_01_dm02_02.mdl
Late precache of models/props_downtown/door_interior_112_01_dm02_03.mdl
Late precache of models/props_downtown/door_interior_112_01_dm02_04.mdl
Late precache of models/props_downtown/door_interior_112_01_dm02_05.mdl
Late precache of models/props_downtown/door_interior_112_01_DM02_01.mdl
Late precache of models/props_downtown/door_interior_112_01_dm03_02.mdl
Late precache of models/props_downtown/door_interior_112_01_dm03_03.mdl
Late precache of models/props_downtown/door_interior_112_01_dm03_04.mdl
Late precache of models/props_downtown/door_interior_112_01_DM03_01.mdl
Late precache of models/props_downtown/door_interior_112_01_dm04_01.mdl
Late precache of models/props_downtown/door_interior_112_01_dm04_02.mdl
Late precache of models/props_downtown/door_interior_112_01_dm04_03.mdl
Late precache of models/props_downtown/door_interior_112_01_dm04_04.mdl
Late precache of models/props_downtown/door_interior_112_01_dm04_05.mdl



Dynamic prop _2_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _2_singlesimple: no sequence named:KnobTurnFail


Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
Dynamic prop _1_singlesimple: no sequence named:KnobTurnFail
~~~~

Last edited by sonic155; 07-13-2021 at 23:48. Reason: update
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The Renegadist
Junior Member
Join Date: Sep 2016
Old 07-18-2021 , 03:58   Re: [L4D & L4D2] Lock Doors (1.4) [21-Jun-2021]
Reply With Quote #30

Sorry Silvers for late response, it's been so long since I've touched the weapons. I think they were modified but I'm not sure.

My theory is there's something in the game's code blocking blood/puke from showing on the arms but I have nothing to show for it except no matter what I've done I haven't been able to force it to work even though it works on everything else. This is why I was thinking maybe there's a way to use sourcemod to make a call to that it_shared thing so when boomer'd on sourcemod forces the puke to render on the arms as well.

If you need anything from me to help figure this out ask away and I'll get it uploaded.
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