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[L4D / L4D2] Anti-Rush System (Reloaded) | 1.82 [Final] : Jan. 30, 2019 |


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Alex101192
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Join Date: Aug 2018
Old 12-21-2018 , 13:16   Re: [L4D2] Anti-Rush System (Reloaded) | 1.66 : Sept. 28, 2018 |
Reply With Quote #41

Quote:
Originally Posted by cravenge View Post
A minor update has been posted! Kindly check the bugs and changelog sections for more details!

Yes, Hammer is what I am using to get accurate coordinates.
I will take a look at it for new maps. However there are more important things that need your attention. Infecteds are still unable to go through the path block, and the clients crash to desktop if the map gets changed during the saferoom/path loading.
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cravenge
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Location: Chocolate Factory
Old 01-08-2019 , 20:31   Re: [L4D2] Anti-Rush System (Reloaded) | 1.66 : Sept. 28, 2018 |
Reply With Quote #42

Quote:
Originally Posted by Alex101192 View Post
[...]
Yes, I am still working on those ones.
I figured out that the crash to desktop was caused by the notify timer.

Last edited by cravenge; 01-08-2019 at 20:32.
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cravenge
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Old 01-21-2019 , 03:19   Re: [L4D2] Anti-Rush System (Reloaded) | 1.7 : Jan. 21, 2019 |
Reply With Quote #43

A major update has been posted! Kindly check the changelog for more details!
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Alex101192
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Join Date: Aug 2018
Old 01-21-2019 , 07:44   Re: [L4D2] Anti-Rush System (Reloaded) | 1.7 : Jan. 21, 2019 |
Reply With Quote #44

Quote:
Originally Posted by cravenge View Post
A major update has been posted! Kindly check the changelog for more details!
Okay thank you for the update cravenge. I will only use this plugin now.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 01-22-2019 , 01:13   Re: [L4D2] Anti-Rush System (Reloaded) | 1.7 : Jan. 21, 2019 |
Reply With Quote #45

A minor update has been posted! Kindly check the changelog for more details!
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Alex101192
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Join Date: Aug 2018
Old 01-22-2019 , 08:40   Re: [L4D2] Anti-Rush System (Reloaded) | 1.7 : Jan. 21, 2019 |
Reply With Quote #46

Quote:
Originally Posted by cravenge View Post
A minor update has been posted! Kindly check the changelog for more details!
Nice your plugin is now definitely viable to be used on a public server. There is only thing that you should do now I think. If a new player is loading then the saferoom/path unlock will be stopped till the player has joined. That is a good thing, the problem is that players on server don't know why the path isn't going away and think it's bugged. So I think it would be cool if you put an hint saying like "player joining, path unlocking will be delayed" or something like that while a player is joining. It's not necessary but it'd be cool.
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 01-22-2019 , 20:52   Re: [L4D2] Anti-Rush System (Reloaded) | 1.7 : Jan. 21, 2019 |
Reply With Quote #47

Quote:
Originally Posted by Alex101192 View Post
[...]
Oh yeah, I forgot about that oversight.
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cravenge
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Old 01-23-2019 , 00:55   Re: [L4D2] Anti-Rush System (Reloaded) | 1.74 [Final] : Jan. 23, 2019 |
Reply With Quote #48

The final update has been released! Kindly check the main post!

(The config file will still be updated, though.
I accidentally uploaded the wrong file. Sorry.)
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cravenge
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Old 01-25-2019 , 03:27   Re: [L4D / L4D2] Anti-Rush System (Reloaded) | 1.79 [Final] : Jan. 25, 2019 |
Reply With Quote #49

L4D version is now out!
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Alex101192
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Join Date: Aug 2018
Old 01-25-2019 , 10:09   Re: [L4D / L4D2] Anti-Rush System (Reloaded) | 1.81 [Final] : Jan. 25, 2019 |
Reply With Quote #50

Ok cravenge thank you for this new update. Now there is only lockdown system to fix at this point.
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