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


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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 05-30-2022 , 18:13   Re: [L4D & L4D2] Lock Doors (1.10) [30-May-2022]
Reply With Quote #41

Of course another change.

Code:
1.12 (01-Jun-2022)
    - Fixed not finding relative double doors that used only identical targetnames to match. Thanks to "gongo" for reporting.

1.11 (01-Jun-2022)
    - Added cvar "l4d_lock_doors_random_type" to set if doors should be randomly opened or closed only, or toggled by their current state.
    - Fixed not always opening or closing doors on round restarts. Thanks to "gongo" for reporting.
    - Restored ability to lock alarmed doors, but plugin no longer randomly opens them. Thanks to "Toranks" for reporting.


1.10 (30-May-2022)
    - Added cvar "l4d_lock_doors_invincible" to control if invincible doors should be allowed (stock game function).
    - Fixed affecting some doors which should be closed for events etc.
    - Fixed double doors not always opening in the same direction.
    - Fixed potentially not working on some round restarts.
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Last edited by Silvers; 06-01-2022 at 12:53.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 06-02-2022 , 19:24   Re: [L4D & L4D2] Lock Doors (1.14) [03-Jun-2022]
Reply With Quote #42

Code:
1.14 (03-Jun-2022)
    - Changed cvar "l4d_lock_doors_keys" to accept the value of "0" to disable the locking and unlocking doors feature.
    - Really fixed doors not randomly opening or closing on new campaigns. Thanks to "gongo" for help.
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Silvers
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Location: SpaceX
Old 06-16-2022 , 05:49   Re: [L4D & L4D2] Lock Doors (1.16) [16-Jun-2022]
Reply With Quote #43

Code:
1.16 (16-Jun-2022)
    - Added more models to be ignored by the plugins features.
    - Plugin now ignores outhouse and gun cabinet doors.
    - Added an optional data config to specify maps the plugin should be allowed or blocked on, depending on the new cvar value.
    - Added cvar "l4d_lock_doors_map_block" to allow or block the plugin working on the maps listed in the data config.
    - Fixed rare bug causing all doors to be unusable.
    - Fixed setting double doors health to the wrong values when using the random cvar.
    - L4D2: Fixed random doors not working on the 3rd party map "The Hive" chapter 1.
    - L4D2: Fixed the map "CEDA Fever" chapter 1 intro missing the "gameinstructor_draw" event, which prevented random doors from working.
    - Thanks to "gongo" for reporting and lots of help testing.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 06-24-2022 , 10:37   Re: [L4D & L4D2] Lock Doors (1.17) [24-Jun-2022]
Reply With Quote #44

Code:
1.17 (24-Jun-2022)
    - Fixed health bugs under certain conditions. Thanks to "gongo" for reporting.
    - Fixed bots from locking doors. They can still unlock them instead of teleporting through locked doors.
    - Now supports all 3rd party maps for the "random" feature of opening/closing doors on round start.
    - Now fully supports unloading and late loading the plugin. Random doors will not change when late loading.
    - Renamed command "sm_lock_doors_health" to "sm_doors_health".
This should be the last update, no more issues found after many repeated attempts under various conditions.
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