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[L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]


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Mr. Man
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Old 07-26-2018 , 13:57   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #61

Any updates on the survival mode implementation I talked about earlier? Also reporting a bug: some campaign finale maps aren't triggering the mapvote function. Happens with custom campaigns.
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rikka0w0
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Location: Sydney, Australia / Beij
Old 08-21-2018 , 11:57   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #62

Quote:
Originally Posted by Mr. Man View Post
Any updates on the survival mode implementation I talked about earlier? Also reporting a bug: some campaign finale maps aren't triggering the mapvote function. Happens with custom campaigns.

Yes, I have already noticed this problem. This problem exists in both my version and ChrisP's original version. Looks like the game event is not being handled properly. Players can still use "!mapvote" and "!mapvotes". I'm trying to fix it.
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Mi.Cura
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Join Date: Dec 2016
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Old 09-02-2018 , 15:04   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #63

Thank you so much for your hard work and for sharing this with us.

It is extraordinary how easy it will be to add custom maps without having to add .sp.

And also the possibility of translation.

Very, very, very, thanks.
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Mi.Cura
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Old 09-03-2018 , 18:31   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #64

I tested, It's working very well, thanks for that.

Just as notice:

1) There is some reason for system to read the vpk file from the catch campaigns:
"Name" "rkls"

It is possible for the system to read to capture the name:
* "DisplayTitle" "Roadkill"

2) It is normal for some campaigns not to be added?
For example: Campaign - 25toLife

But this very, just a few campaigns have not been added, I have 70 custom maps, and only 3 have not been added.

Even so, your work is very good. thank you for that.

It will save a lot of work, I no longer need to edit the .SP, and now with admin menu to change the maps it was great.
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Last edited by Mi.Cura; 09-03-2018 at 18:34.
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rikka0w0
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Join Date: May 2018
Location: Sydney, Australia / Beij
Old 09-04-2018 , 13:30   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #65

Quote:
Originally Posted by Mi.Cura View Post
I tested, It's working very well, thanks for that.

Just as notice:

1) There is some reason for system to read the vpk file from the catch campaigns:
"Name" "rkls"

It is possible for the system to read to capture the name:
* "DisplayTitle" "Roadkill"

2) It is normal for some campaigns not to be added?
For example: Campaign - 25toLife

But this very, just a few campaigns have not been added, I have 70 custom maps, and only 3 have not been added.

Even so, your work is very good. thank you for that.

It will save a lot of work, I no longer need to edit the .SP, and now with admin menu to change the maps it was great.
I'm thinking about adding a function which appends the human-readable name of new added maps to the localization file. (By reading VPK files)
Some maps have a malformed mission info file, so you have fix them manually. (in the missions.cache folder)
Depends on the location of syntax error, a part of the file (some maps for some modes) are loaded.
The server console will display the file name if it encounters problem while parsing it. Also, try typing "sm_lmm_list invalid" in the server console, this command gives you all malformed mission info files.

Check out: https://forums.alliedmods.net/showth...08725?t=308725
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SherlockHolmes9
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Join Date: Sep 2018
Old 09-14-2018 , 02:10   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.9 (20180905)]
Reply With Quote #66

L 09/14/2018 - 13:06:18: [acs.smx] Mission "BPWaterfrontR2" (Gamemode: coop) is not in the mission cache or no longer exists!

So the plugin work great for official map. But somehow it didn't detect any workshop map even though i have one. And i even add in the misson text to the mission.cache folder and i even put the mission name into missioncycle.coop.txt manually but still it give me that error. Appreciate any one know how to fix this.
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rikka0w0
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Join Date: May 2018
Location: Sydney, Australia / Beij
Old 09-14-2018 , 11:38   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.9 (20180905)]
Reply With Quote #67

Quote:
Originally Posted by SherlockHolmes9 View Post
L 09/14/2018 - 13:06:18: [acs.smx] Mission "BPWaterfrontR2" (Gamemode: coop) is not in the mission cache or no longer exists!

So the plugin work great for official map. But somehow it didn't detect any workshop map even though i have one. And i even add in the misson text to the mission.cache folder and i even put the mission name into missioncycle.coop.txt manually but still it give me that error. Appreciate any one know how to fix this.
Are you running a dedicated server?
Are you running any version of Linux?

On Linux, make sure that the mission.cache folder is writable by the srcds process, try "chmod 777 <yourpath>/left4dead2/mission.cache"

What is the content of the corresponding file in your "mission.cache" folder? Check its syntax (e.g. { and } are matched, map index starts with "1", e.t.c), or upload it so that I can have a look.

Also try "sm_lmm_list invalid" in the server console.
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Last edited by rikka0w0; 09-14-2018 at 12:49.
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rikka0w0
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Old 09-14-2018 , 13:04   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #68

Quote:
Originally Posted by SherlockHolmes9 View Post
L 09/14/2018 - 13:06:18: [acs.smx] Mission "BPWaterfrontR2" (Gamemode: coop) is not in the mission cache or no longer exists!

So the plugin work great for official map. But somehow it didn't detect any workshop map even though i have one. And i even add in the misson text to the mission.cache folder and i even put the mission name into missioncycle.coop.txt manually but still it give me that error. Appreciate any one know how to fix this.
Quote:
Originally Posted by Mr. Man View Post
Any updates on the survival mode implementation I talked about earlier? Also reporting a bug: some campaign finale maps aren't triggering the mapvote function. Happens with custom campaigns.
Confirmed, I inserted a PrintToChatAll() in the "player_left_start_area" event, sometimes when I leave the saferoom, nothing is printed, means that the event has not been fired by the game!
I decide to try another approach, when displaying the next map message, the plugin checks for finale map and show the menu to those players who havent seen the menu. So they will see the menu right after leaving the saferoom, or will see it after a few minutes.
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Lux
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Old 09-14-2018 , 17:29   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.0 (20180706)]
Reply With Quote #69

Quote:
Originally Posted by rikka0w0 View Post
Confirmed, I inserted a PrintToChatAll() in the "player_left_start_area" event, sometimes when I leave the saferoom, nothing is printed, means that the event has not been fired by the game!
I decide to try another approach, when displaying the next map message, the plugin checks for finale map and show the menu to those players who havent seen the menu. So they will see the menu right after leaving the saferoom, or will see it after a few minutes.
For me in ACS i fixed it with this method

PHP Code:
/**
* Returns whether any survivor have left the safe area.
*
* @return               True if any survivor have left safe area, false
*                       otherwise.
*/
stock bool:L4D_HasAnySurvivorLeftSafeArea()
{
    new 
entity L4D_GetResourceEntity();
 
    if (
entity == -1)
    {
        return 
false;
    }
 
    return 
bool:GetEntProp(entityProp_Send"m_hasAnySurvivorLeftSafeArea"1);
}

/**
* Returns resource entity.
*
* @return               Entity index of resource entity, -1 if not found.
*/
stock L4D_GetResourceEntity()
{
    return 
FindEntityByClassname(-1"terror_player_manager");
}

public 
Action:Timer_DisplayVoteAdToAll(Handle:timerany:data)
{
    if(!
L4D_HasAnySurvivorLeftSafeArea())
        return 
Plugin_Continue;

        
//run code below 
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SherlockHolmes9
Junior Member
Join Date: Sep 2018
Old 09-14-2018 , 22:57   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v1.9.9 (20180905)]
Reply With Quote #70

Quote:
Originally Posted by rikka0w0 View Post
Are you running a dedicated server?
Are you running any version of Linux?

On Linux, make sure that the mission.cache folder is writable by the srcds process, try "chmod 777 <yourpath>/left4dead2/mission.cache"

What is the content of the corresponding file in your "mission.cache" folder? Check its syntax (e.g. { and } are matched, map index starts with "1", e.t.c), or upload it so that I can have a look.

Also try "sm_lmm_list invalid" in the server console.
I did not run dedicated server nor any version of linux. Just hosting local server.

Here what the corresponding file in the above mission.cache look like. Taken from the vpk file of the mod map

Code:
"mission"
{
	"Name"			"BPWPrebuild" //Rename to "BPWaterfrontR2" when final.
	"Version"       	"5"
	"Author"		"Mr. Sangheili"
	"Website"		"http://www.gamemaps.com/details/17231" //Switch to GameMaps link when final.
	"DisplayTitle"		"The Parish Beta: Waterfront"
	"Description"  		"The Fully Restored Parish Beta Campaign"
	"OuttroImage"		"vgui/outrotitle_Waterfront"
	"meleeweapons"		"baseball_bat;cricket_bat;crowbar;electric_guitar;fireaxe;frying_pan;katana;knife;machete;tonfa;golfclub;hunting_knife;riotshield;didgeridoo"
	"no_wpn_restore"	"1"
	"no_female_boomers"	"1"
	"no_cs_weapons"		"0"
	"survivor_set"	 	"1"
	"poster"
	{
		"posterImage"			"bpw_loadingscreen"
		"posterImage_widescreen"	"bpw_loadingscreen_ws"
		"fullscreen"			"1"
		"character_order"		"teengirl;manager;biker;namvet"

		//Player position names are obsolete in L4D2. Left intentionally for L4D1 port, do not delete.

		"bill_player_name_x"		"118"
		"bill_player_name_y"		"-96"

		"louis_player_name_x"		"-53"
		"louis_player_name_y"		"-119"

		"zoey_player_name_x"		"-124"
		"zoey_player_name_y"		"-83"

		"francis_player_name_x"		"31"
		"francis_player_name_y"		"-63"
	}

	"modes"
	{
		"coop"
		{
			"1"
			{
				"Map" "bp_m1_waterfront"
				"DisplayName" "Waterfront"
				"Image" "maps/waterfront_m1"
			}

			"2"
			{
				"Map" "bp_m2_semiurban"
				"DisplayName" "Outskirts"
				"Image" "maps/waterfront_m2"
			}

			"3"
			{
				"Map" "bp_m3_cemetery"
				"DisplayName" "Cemetery"
				"Image" "maps/waterfront_m3"
			}

			"4"
			{
				"Map" "bp_m4_urban"
				"DisplayName" "Streets"
				"Image" "maps/waterfront_m4"
			}

			"5"
			{
				"Map" "bp_m5_finale"
				"DisplayName" "Bridge Finale"
				"Image" "maps/waterfront_m5"
			}
		}

		"versus"
		{
			"1"
			{
				"Map" "bp_m1_waterfront"
				"DisplayName" "Waterfront"
				"Image" "maps/waterfront_m1"
				"VersusCompletionScore"	"600"
			}

			"2"
			{
				"Map" "bp_m2_semiurban"
				"DisplayName" "Outskirts"
				"Image" "maps/waterfront_m2"
				"VersusCompletionScore"	"400"
			}

			"3"
			{
				"Map" "bp_m3_cemetery"
				"DisplayName" "Cemetery"
				"Image" "maps/waterfront_m3"
				"VersusCompletionScore"	"400"
			}

			"4"
			{
				"Map" "bp_m4_urban"
				"DisplayName" "Streets"
				"Image" "maps/waterfront_m4"
				"VersusCompletionScore"	"500"
			}

			"5"
			{
				"Map" "bp_m5_finale"
				"DisplayName" "Bridge"
				"Image" "maps/waterfront_m5"
				"VersusCompletionScore"	"800"
			}
		}

		"survival"
		{
			"1"
			{
				"Map" "bp_m1_waterfront"
				"DisplayName" "Park"
				"Image" "maps/waterfront_m1_sv"
			}

			"2"
			{
				"Map" "bp_m2_semiurban"
				"DisplayName" "Suburbs"
				"Image" "maps/waterfront_m2_sv"
			}

			"3"
			{
				"Map" "bp_m3_cemetery"
				"DisplayName" "Market Streets"
				"Image" "maps/waterfront_m3_sv"
			}

			"4"
			{
				"Map" "bp_m4_urban"
				"DisplayName" "Quarters"
				"Image" "maps/waterfront_m4_sv"
			}

			"5"
			{
				"Map" "bp_m5_finale"
				"DisplayName" "Bridge"
				"Image" "maps/waterfront_m5_sv"
			}
		}
	}
}
And also here what it said on the console

] sm_lmm_list invalid
Invalid missions (count:2):
, BPWPrebuild
, missions.cache/bpwprebuild.txt
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