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[L4D2] Forced Spawn Be-gone


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Author
Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Plugin ID:
1222
Plugin Version:
0.95
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    1 
    Plugin Description:
    Disable forced spawn, for the infected, on finales
    Unapprover:
    Reason for Unapproving:
    Replaced by http://forums.alliedmods.net/showthread.php?p=1027026#post1027026
    Old 10-15-2009 , 15:13   [L4D2] Forced Spawn Be-gone
    Reply With Quote #1

    UPDATE:

    See http://forums.alliedmods.net/showthr...26#post1027026

    Forced Spawn Be-gone

    About:
    We all know it. Finale on Dead Air is a joke. Survivors camping the fence, smokers spawning in open view and boomers behind the air plane to be shot 2 seconds later.
    There is no logical reason (if you ask me) why the infected HAVE to spawn.

    Hence Forced Spawn Be-gone were born.
    Enjoy boomer spawns that doesn't include "fuck I spawned in fire" or "wth I spawned miles away".

    A BIG thank you and shout out to mi123645 for helping develop and test this plugin.

    Description:
    Disable forced spawn, for the infected, on finales

    Known Problems / Things to Notice:
    • Upon tank spawn, while the director is still assign the tank to a player the plugin will stop ghost players. Will start ghost people once again the tank player have been put in the tank role.
    • Pressing E (use), while in ghost mode, will not bring you to a survivor but instead a place where the director believes you should spawn.

    To do:
    Increase minimum spawn distance while finale is active.

    Cvars:
    A configuration file will be automatically created for you upon first run, in /cfg/sourcemod/ called ForcedSpawnBegone.cfg
    Code:
    // Sets whether boomers are allowed to ghost
    // -
    // Default: "1"
    l4d_fsb_boomer "1"
    
    // Sets whether chargers are allowed to ghost
    // -
    // Default: "1"
    l4d_fsb_charger "1"
    
    // Sets whether the plugin is active or not
    // -
    // Default: "1"
    l4d_fsb_enable "1"
    
    // Sets whether hunters are allowed to ghost
    // -
    // Default: "1"
    l4d_fsb_hunter "1"
    
    // Sets whether jockeys are allowed to ghost
    // -
    // Default: "1"
    l4d_fsb_jockey "1"
    
    // Sets which maps will not feature FSB. Comma (,) separated list
    // -
    // Default: "c3m1_plankcountry,c5m5_bridge"
    l4d_fsb_mapblacklist "c3m1_plankcountry,c5m5_bridge"
    
    // If a player is still in queue to respawn as ghost, after this much time, ignore him and reset gamemode
    // -
    // Default: "2.0"
    l4d_fsb_queuetimeout "2.0"
    
    // Sets whether smokers are allowed to ghost
    // -
    // Default: "1"
    l4d_fsb_smoker "1"
    
    // Sets whether spitters are allowed to ghost
    // -
    // Default: "1"
    l4d_fsb_spitter "1"
    Changelog:
    Code:
    Version 0.95
    + Added map blacklisting
    
    Version 0.94
    + Support for new special infected, in L4D2 now done
    - Support for L4D will only be for bug fixing
    
    Version 0.93
    + Team versus support added
    + Added queue timeout to prevent plugin being stuck in a gamemode, l4d_fsb_queuetimeout
    ~ Fixed CTPR ent finding
    ~ Fixed gamemode detection
    ~ Fixed the enable cvar, works now even if you disable/enable the plugin while in finale
    ~ Various code changes
    
    Version 0.92b
    ~ Fixed return script error upon new map
    ~ Removed allowbots from IsValidClient
    
    Version 0.92a
    ~ Fixed mistype in l4d_fsb_bommer
    ~ Fixed IsValidClass in RemoveFromQueue
    ~ Various code changes
    
    Version 0.92
    ~ Fixed bots spawning and players not spawning while changing gamemode
    ~ Fixed compatible issues with L4D Director Enforcer by DDR Khat
    ~ Fixed compatible issues with Infected Bots by mi123645
    ~ Fixed finale detection, now using netprops
    
    Version 0.91
    + Each zombie class can now be allowed/disallowed from re-ghosting
    ~ Fixed not resetting probably after finals
    
    Version 0.90
    Initial release
    Version 0.90 - 74 views
    Version 0.91 - 92 views
    Version 0.92 - 150 views
    Version 0.92a - 49 views
    Version 0.92b - 42 views
    Version 0.93 - 36 views
    Version 0.94 - 170 views


    v0.93 IS FOR L4D
    v0.94 AND NEWER IS FOR L4D2
    Attached Files
    File Type: sp Get Plugin or Get Source (ForcedSpawnBegone v0.93 (L4D).sp - 1160 views - 11.1 KB)
    File Type: sp Get Plugin or Get Source (ForcedSpawnBegone v0.95.sp - 1389 views - 13.3 KB)

    Last edited by Mr. Zero; 12-22-2009 at 13:15.
    Mr. Zero is offline
    Frus
    Senior Member
    Join Date: Aug 2009
    Old 10-15-2009 , 15:28   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #2

    Very interesting, setting it to co-op doesn't add any bugs with scoring etc.?

    I'll try to find some bugs regardless

    In the meantime you should add FCVAR_DONTRECORD to your version cvar so it doesn't get put in the config (otherwise when you update, people who isntalled the old versions will keep the old version number cvar)
    Frus is offline
    Mr. Zero
    Veteran Member
    Join Date: Jun 2009
    Location: Denmark
    Old 10-15-2009 , 15:36   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #3

    Added FCVAR_DONTRECORD to the version cvar, thanks.

    About scoring, I played a few rounds (with bots of course) and from what I could see it didn't mess anything up.
    Also to be sure that coop isnt set right before the finale is over, it resets everything once the rescue vehicle leaves.
    Mr. Zero is offline
    Frus
    Senior Member
    Join Date: Aug 2009
    Old 10-15-2009 , 15:43   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #4

    I'm getting errors when I changelevel during a finale

    Code:
    L 10/15/2009 - 15:43:24: [SM] Native "GetEntProp" reported: Entity 1 is invalid
    L 10/15/2009 - 15:43:24: [SM] Displaying call stack trace for plugin "ForcedSpawnBegone v0.90.smx":
    L 10/15/2009 - 15:43:24: [SM]   [0]  Line 155, C:\Pawn\temp815.sp::AddToQueueTimer()
    Also, after a tank dying it got stuck in co-op mode without changing back to versus admittedly I was alt-tabbed at the time so i can't give you anything more detailed, I'll try to reproduce it.
    Frus is offline
    Mr. Zero
    Veteran Member
    Join Date: Jun 2009
    Location: Denmark
    Old 10-15-2009 , 15:51   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #5

    Might wanna download it again Frus. I updated the script after your post (forgot a +use).

    I might have to add valid client to AddToQueueTimer function.
    Mr. Zero is offline
    ChillyWI
    Senior Member
    Join Date: Aug 2008
    Old 10-15-2009 , 15:51   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #6

    I'm really excited about this plugin. Will install and test tonight, but I think it's going to be a huge hit, especially once the minimum distance is increased. Nicely done.
    ChillyWI is offline
    Frus
    Senior Member
    Join Date: Aug 2009
    Old 10-15-2009 , 16:14   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #7

    You will have to use SM1.3 to force clients to use their use key, you can't force them to with clientcommand or fakeclientcommand.

    http://forums.alliedmods.net/showthread.php?t=94187
    #5 has info on how to change the IN_* keys, you could add IN_USE to them.

    I'm not 100% sure on anything in my post, but I know that you don't go into ghost mode until you use +use yourself with your current version, even with fakeclientcommand.

    Last edited by Frus; 10-15-2009 at 16:37.
    Frus is offline
    DDR Khat
    SourceMod Donor
    Join Date: Feb 2006
    Old 10-15-2009 , 17:06   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #8

    From a look through the code I can't imagine there being too much trouble with this. Infact I feel daft that such a simple solution eluded me
    __________________
    Nothing but a whisper in the wind~~
    DDR Khat is offline
    AtomicStryker
    Veteran Member
    Join Date: Apr 2009
    Location: Teutonia!!
    Old 10-15-2009 , 17:40   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #9

    Niiiice, i thought you had given up on this
    AtomicStryker is offline
    Skorpion1976
    Veteran Member
    Join Date: Jun 2009
    Location: Austria
    Old 10-15-2009 , 18:26   Re: [L4D] Forced Spawn Be-gone
    Reply With Quote #10

    YES !!!! THANK you soooo much.
    I
    am
    loving
    it !!!!!
    Skorpion1976 is offline
    Reply



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