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[L4D & L4D2] Saferoom Door Spam Protection (1.30) [10-Jan-2024]


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yzybb
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Join Date: Jul 2020
Old 09-15-2020 , 14:19   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.11) [05-Jul-2021]
Reply With Quote #11



Hi,I hope this effect can be added to make it look more natural, haha

The intact door cannot be closed, giving people an unnatural feeling. But if the door is automatically destroyed after it is opened for the first time, teammates will be surprised at first and feel very interesting. It will be more logical that the door cannot be closed due to such destruction.


This is a suggestion, hope it will become more perfect.

Whatever decision you're going to make, I am behind you. Like your work very much.

In addition, when you are in the final safe house, keep repeating the opening and closing actions, the door will be abnormal and the timer will be invalid

Last edited by DarkDeviL; 08-01-2021 at 06:21. Reason: Merge multi-posts into one
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 09-18-2020 , 19:41   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
Reply With Quote #12

Quote:
Originally Posted by yzybb View Post


Hi,I hope this effect can be added to make it look more natural, haha
Done:
Code:
1.3 (18-Sep-2020)
    - Changed cvar "l4d_safe_spam_open" adding option "2" to make the door fall. Thanks to "yzybb" for requesting.

Quote:
Originally Posted by yzybb View Post
In addition, when you are in the final safe house, keep repeating the opening and closing actions, the door will be abnormal and the timer will be invalid
Don't know what you mean by this.
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yzybb
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Old 09-19-2020 , 02:01   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.11) [05-Jul-2021]
Reply With Quote #13

Quote:
Originally Posted by yzybb View Post
In addition, when you are in the final safe house, keep repeating the opening and closing actions, the door will be abnormal and the timer will be invalid
This is bug,if players Fast Uninterrupted opening and closing the last saferoom door,The door animation opening and closing will be abnormal, and the set time_close and time_open will be temporarily invalid.

Sometimes the door does not fall down after opening the door(Example:C13M2 safedoor),The door seems to be stuck. Can you fix it fall normally every time?

Quote:
Originally Posted by Silvers View Post
Done:
Code:
1.3 (18-Sep-2020)
    - Changed cvar "l4d_safe_spam_open" adding option "2" to make the door fall. Thanks to "yzybb" for requesting.


Don't know what you mean by this.
Thank you, Silvers,the plugin is more perfect,But there seems to be some minor flaws.

Last edited by DarkDeviL; 08-01-2021 at 06:22. Reason: Merge multi-posts into one
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 09-19-2020 , 14:01   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
Reply With Quote #14

On l4d1 l4d_vs_smalltown03_ranchhouse and l4d_vs_smalltown04_mainstreet and some others the door did not fall down.
This fixed it for me by using wild numbers to force the fall that I don't understand and only on the official maps.

And I love how the door whobbles down on mainstreet map.

PHP Code:
       removed bc pidor code 
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Last edited by finishlast; 09-20-2020 at 05:19.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-19-2020 , 15:20   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
Reply With Quote #15

Exactly the reason why I hate taking requests and adding features, more hassle than it's worth and always more problems and more time I have to waste fixing over and over. From now on I'm going to refuse all/majority of feature requests for my plugins and I'll only support bug fixes. I don't have time or interest anymore

Quote:
Originally Posted by finishlast View Post
-
This is not a fix for all maps and seems like you're using wild numbers to force the fall.

Changing the angle some degrees can make it fall with the original method but the door will be out of position and the angle needs to be changed in the direction that it opens. If anyone figures it let me know, I'll eventually fix but atm don't care, set the fall cvar to 0 (can use a map configs plugin to set on 0 for maps it fails).
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yzybb
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Join Date: Jul 2020
Old 09-19-2020 , 23:14   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
Reply With Quote #16

Can try to reference to this file. The door fall function written by the other two people. Hope it can help you

Or this:https://github.com/SirPlease/SirCodi...oom_manager.sp
Attached Files
File Type: sp Get Plugin or Get Source (l4d_saferoom_manager.sp - 97 views - 11.2 KB)

Last edited by yzybb; 09-19-2020 at 23:22.
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finishlast
Senior Member
Join Date: Nov 2018
Location: In Reno with the vitamin
Old 09-20-2020 , 05:19   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.3) [18-Sep-2020]
Reply With Quote #17

It is connected to the type of door that is used, so if it is left opened or right opened.

//vAng[1] += 4.0;

if(StrContains(sModel, "checkpoint_door_-01") > -1 )
{
vAng[0] -= 13.0;
}
if(StrContains(sModel, "checkpoint_door_01") > -1 )
{
vAng[0] += 13.0;
}
vPos[2] += 1.0;

Don't know if l4d2 has other models for these doors.
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Last edited by finishlast; 09-20-2020 at 06:20.
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Silvers
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Join Date: Aug 2010
Location: SpaceX
Old 09-20-2020 , 09:37   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
Reply With Quote #18

Sleeping on it always helps, realised what had to be written. Tested on several maps including the ones mentioned where it breaks and seems to always work.

Code:
1.4 (20-Sep-2020)
    - Added a sound effect for when the door breaks and falls.
    - Fixed the door not always falling on some maps.
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yzybb
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Old 09-20-2020 , 10:12   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
Reply With Quote #19

Thanks! You're the best, Silvers. idol.

Last edited by yzybb; 09-20-2020 at 11:05.
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finishlast
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Join Date: Nov 2018
Location: In Reno with the vitamin
Old 09-20-2020 , 13:10   Re: [L4D & L4D2] Saferoom Door Spam Protection (1.4) [20-Sep-2020]
Reply With Quote #20

Well done.

All doors seem to fall down and not getting stuck anymore, some fall inside not outside but I have that problem with my way too.

l4d_vs_farm04_barn
l4d_vs_farm05_cornfield
l4d_vs_airport04_terminal
l4d_vs_smalltown02_drainage
l4d_garage02_lots
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Last edited by finishlast; 09-20-2020 at 13:44.
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