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[L4D2] Director Variables


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darktemplarr
Member
Join Date: Jun 2010
Old 08-10-2014 , 13:54   Re: [L4D2] Director Variables
Reply With Quote #11

Quote:
Originally Posted by Mr. Zero View Post
That would be your regular SourceMod log file, I'm asking for the one that should be prefixed with "errors_" followed by the date. Your plugin list does report the Director Variables plugin as a bad load and should leave a message in the error log as to why it was a bad load.

Also try out the following command and post the output:
sm plugins load directorvariables
Oh, well apologies for the ignorant error. I'm a mapper. I don't touch this stuff.
I'll do those now and update with an edit.

Edit:
Code:
] sm plugins load direvtorvariables
[SM] Plugin direvtorvariables.smx failed to load: Unable to open file.
error log:
Code:
L 08/10/2014 - 02:29:11: SourceMod error session started
L 08/10/2014 - 02:29:11: Info (map "c8m1_apartment") (file "errors_20140810.log")
L 08/10/2014 - 02:29:11: [SM] Failed to load plugin "directorvariables.smx": This plugin only support dedicated servers.
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'SpawnSpecial' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'SpawnTank' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'SpawnWitch' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'SpawnWitchBride' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'ClearTeamScores' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'SetCampaignScores' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'OnFirstSurvivorLeftSafeArea' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CDirector_GetScriptValueInt' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CDirector_GetScriptValueFloat' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CDirector_GetScriptValueString' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'TryOfferingTankBot' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'OnMobRushStart' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'Zombiemanager_SpawnITMob' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'Zombiemanager_SpawnMob' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CTerrorPlayer_OnShovedBySurvivor' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find DifficultyChanged signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find address for detour
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'GetSurvivorSet' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'FastGetSurvivorSet' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'GetMissionVersusBossSpawning' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CThrowActivate' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'StartMeleeSwing' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'ChangeFinaleStage' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'EndVersusModeRound' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CTerrorPlayer_OnRevived' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CDirector_IsFinale' signature
L 08/10/2014 - 02:29:11: [LEFT4DOWNTOWN] Detour -- Could not find 'CTerrorPlayer_OnEnterGhostState' signature
L 08/10/2014 - 02:31:11: SourceMod error session started
L 08/10/2014 - 02:31:11: Info (map "c8m1_apartment") (file "errors_20140810.log")
L 08/10/2014 - 02:31:11: [SM] Failed to load plugin "directorvariables.smx": This plugin only support dedicated servers.
L 08/10/2014 - 02:31:11: [LEFT4DOWNTOWN] Detour -- Could not find DifficultyChanged signature
L 08/10/2014 - 02:31:11: [LEFT4DOWNTOWN] Detour -- Could not find address for detour
L 08/10/2014 - 02:32:11: Error log file session closed.
L 08/10/2014 - 02:33:26: SourceMod error session started
L 08/10/2014 - 02:33:26: Info (map "c8m1_apartment") (file "errors_20140810.log")
L 08/10/2014 - 02:33:26: [SM] Failed to load plugin "directorvariables.smx": This plugin only support dedicated servers.
L 08/10/2014 - 02:33:26: [LEFT4DOWNTOWN] Detour -- Could not find DifficultyChanged signature
L 08/10/2014 - 02:33:26: [LEFT4DOWNTOWN] Detour -- Could not find address for detour
L 08/10/2014 - 02:34:40: Error log file session closed.
L 08/10/2014 - 11:55:22: SourceMod error session started
L 08/10/2014 - 11:55:22: Info (map "c8m1_apartment") (file "errors_20140810.log")
L 08/10/2014 - 11:55:22: [SM] Failed to load plugin "directorvariables.smx": This plugin only support dedicated servers.
L 08/10/2014 - 11:55:23: [LEFT4DOWNTOWN] Detour -- Could not find DifficultyChanged signature
L 08/10/2014 - 11:55:23: [LEFT4DOWNTOWN] Detour -- Could not find address for detour
L 08/10/2014 - 11:57:36: Error log file session closed.
Well hey, look at that. I had a hunch it's just because I was using the plugin improperly.
I do not yet have access to a dedicated server, and choose to test all of my plugins on local for functionality first anyway. I'll just assume it'll work perfectly fine on dedicated because of this.

Last edited by darktemplarr; 08-10-2014 at 14:00.
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DeathChaos25
Senior Member
Join Date: Jan 2014
Location: Puerto Rico
Old 08-10-2014 , 16:54   Re: [L4D2] Director Variables
Reply With Quote #12

So, since SI limits aren't indexed on the first map...

Spoiler


On a side note, does anyone know how to force execute a cfg file via a plugin?

That way I would just force the plugin to execute the file I set with the limits instead of doing it manually ;p

Edit : ok, even though I'm spawning and kicking the SI with this plugin, The dvars for the indivuidual limits STILL don't get indexed, even if I swap sm_kick for sm_slay

:/

Last edited by DeathChaos25; 08-10-2014 at 17:38.
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 08-10-2014 , 17:35   Re: [L4D2] Director Variables
Reply With Quote #13

Quote:
Originally Posted by darktemplarr View Post
Well hey, look at that. I had a hunch it's just because I was using the plugin improperly.
I do not yet have access to a dedicated server, and choose to test all of my plugins on local for functionality first anyway. I'll just assume it'll work perfectly fine on dedicated because of this.
Yeah I really only do dedicated servers due to problems where client is also server and what not. You could also setup a dedicated server and just mark it as sv_lan 1 to prevent players from joining it. That way you will have a local dedicated server.

Quote:
Originally Posted by DeathChaos25 View Post
So, since SI limits aren't indexed on the first map...

On a side note, does anyone know how to force execute a cfg file via a plugin?

That way I would just force the plugin to execute the file I set with the limits instead of doing it manually ;p
If you absolutely can't wait for the next map to apply your SI limits, you could instead listen for natural SI spawns.

PHP Code:
public OnPluginStart()
{
    
HookEvent("player_spawn"PlayerSpawn_Event)
}

public 
PlayerSpawn_Event(Handle:event, const String:name[], bool:dontBroadcast)
{
    new 
client GetClientOfUserId(GetEventInt(event"userid"))
    
    if (
client <= || client MaxClients || !IsClientInGame(client) || GetClientTeam(client) != 3)
        return
    
    
ServerCommand("exec SILimits.cfg")

That way every time an Infected player spawns, the config file "SILimits.cfg" in your config folder will be executed. Then you can put in your dvars of various SI limits and what not.
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DeathChaos25
Senior Member
Join Date: Jan 2014
Location: Puerto Rico
Old 08-10-2014 , 17:44   Re: [L4D2] Director Variables
Reply With Quote #14

Quote:
Originally Posted by Mr. Zero View Post
Yeah I really only do dedicated servers due to problems where client is also server and what not. You could also setup a dedicated server and just mark it as sv_lan 1 to prevent players from joining it. That way you will have a local dedicated server.



If you absolutely can't wait for the next map to apply your SI limits, you could instead listen for natural SI spawns.

PHP Code:
public OnPluginStart()
{
    
HookEvent("player_spawn"PlayerSpawn_Event)
}

public 
PlayerSpawn_Event(Handle:event, const String:name[], bool:dontBroadcast)
{
    new 
client GetClientOfUserId(GetEventInt(event"userid"))
    
    if (
client <= || client MaxClients || !IsClientInGame(client) || GetClientTeam(client) != 3)
        return
    
    
ServerCommand("exec SILimits.cfg")

That way every time an Infected player spawns, the config file "SILimits.cfg" in your config folder will be executed. Then you can put in your dvars of various SI limits and what not.
Thank you!

This should solve the issue pretty easily, since I like to "balance" things on my server geared towards 8 survivors.

I would also suggest running a local dedicated server with sv_lan 1, as this is what I personally do myself, because of the whole client is also server problem etc

Edit : for those of you who wish to utilize this, i suggest using the silentdvar command, or else admins will get spammed with messages every time an SI spawns, which in turn lets them know when an SI has spawned, and from the code, "exec SILImits.cfg", I changed this to "exec SILImits" and got it working

Edit 2 : Well, I would suggest to be careful with the SI limits, since I basically applied the Special Delivery mutation on steroids XD

And it was pretty chaotic to be quite honest, here's an example .dem file.
Attached Files
File Type: zip SI_test(dem).zip (1.74 MB, 487 views)

Last edited by DeathChaos25; 08-10-2014 at 19:45.
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SDDeli
Junior Member
Join Date: May 2014
Old 02-18-2015 , 23:04   Trying to fix the spawn limits/timers at the first map...
Reply With Quote #15

PHP Code:
public OnPluginStart() 

    
HookEvent("player_spawn"PlayerSpawn_Event


public 
PlayerSpawn_Event(Handle:event, const String:name[], bool:dontBroadcast

    new 
client GetClientOfUserId(GetEventInt(event"userid")) 
     
    if (
client <= || client MaxClients || !IsClientInGame(client) || GetClientTeam(client) != 3
        return 
     
    
ServerCommand("exec SILimits.cfg"

Hi everyone, just discovered this amazing plugin which will help me to create several coop configs for a training and fun purpose. Though i don't understand... if i need to integrate this part in the directorvariables.sp file or if i need to create a separate file in order to have the spawn limits/timers fixed at the first map.

Thank you,

Deli.
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Merudo
Senior Member
Join Date: Feb 2016
Old 02-29-2016 , 03:16   Re: [L4D2] Director Variables
Reply With Quote #16

Does DominatorLimit do anything?

I tried it in coop, and it doesn't seem to be called for anything.

Last edited by Merudo; 02-29-2016 at 10:08.
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Sev
Veteran Member
Join Date: May 2010
Old 02-29-2016 , 10:36   Re: [L4D2] Director Variables
Reply With Quote #17

Dominatorlimit I believe means how cappers versus how many survivors.

Put the limit above 4 and quad caps can happen, as in all 4 pinning SI can be on the field at the same time. Otherwise Spitters and Boomers will be in the mix.

Then again, if you adjust the individual SI like hunterlimit, etc. I don't dominatorlimit is needed, unless perhaps its used for VS to control the quad cap/SI order.
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Merudo
Senior Member
Join Date: Feb 2016
Old 02-29-2016 , 17:24   Re: [L4D2] Director Variables
Reply With Quote #18

If you are interested in changed the director variable "MaxSpecials" (for more SI bots in coop), I suggest you look at my plugin "l4d_maxspecials".

This plugin allows MaxSpecials to be changed as a normal ConVar. That mean you can use !cvar MaxSpecials to check/change it from the chat window, and use SetConVarInt(FindConVar("MaxSpecials"), newvalue) to change it in a script.

Like Director Variable, it uses a l4dt forward. The main advantage of my script is that you can specify MaxSpecials in a server.cfg before any initialization - the variable doesn't need to be queried by the director before being set. Moreover, it boils down the code to a few key elements, so it is easier to learn how to use the l4dt forwards.

If you wish to go back to the default value of MaxSpecials (usually it's 2), just set MaxSpecials to -1.

I did not include code for DominatorLimit, as I have never seen any evidence that it does anything. SmokerLimit, HunterLimit, etc. are also not included, since they already have ConVars "z_smoker_limit", "z_hunter_limit", etc. which should be used instead of the director variables.
Attached Files
File Type: sp Get Plugin or Get Source (l4d_maxspecials.sp - 887 views - 953 Bytes)

Last edited by Merudo; 02-29-2016 at 17:37.
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Sev
Veteran Member
Join Date: May 2010
Old 02-29-2016 , 17:38   Re: [L4D2] Director Variables
Reply With Quote #19

Sounds neat.
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