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[L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |


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Thefollors
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Join Date: Nov 2021
Old 03-18-2022 , 18:56   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #131

Quote:
Originally Posted by HarryPotter View Post
[L4D / L4D2] Lockdown System version 4.7
- Translation update
- Percentage of the ALIVE survivors must assemble near the saferoom door before open. (prevent rushing players)
- Modify convar, delete cfg manually and restart server.
PHP Code:
// What percentage of the ALIVE survivors must assemble near the saferoom door before open. (0=off)
lockdown_system-l4d2_percentage_survivors_near_saferoom "50" 
or is always open and not closed

hello, throughout the medical discharge campaign the door is always open, when you close the door the timer starts but you can still open the door and enter, also in the penultimate blood collection map the door is open and not closed. Sorry, I'm checking which map fails. In the penultimate map of the sinister fair it also happens. also in the 2nd and 4th chapter of the parish the door is always open and not closed. in the deluge campaign the door is always open and not closed

Last edited by Thefollors; 03-21-2022 at 18:35. Reason: checking if it works in different campaigns
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 05-11-2022 , 05:57   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #132

[L4D / L4D2] Lockdown System version 4.8
- Now requires "Left4DHooks" plugin version 1.101 or newer to accurately get the last saferoom doors.
(I hope this change fixes some custom map door problem)
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Last edited by HarryPotter; 05-11-2022 at 05:57.
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Krufftys Killers
Senior Member
Join Date: Jan 2014
Old 05-11-2022 , 13:56   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #133

Quote:
Originally Posted by HarryPotter View Post
[L4D / L4D2] Lockdown System version 4.8
- Now requires "Left4DHooks" plugin version 1.101 or newer to accurately get the last saferoom doors.
(I hope this change fixes some custom map door problem)
Got this error after updating it.

L 05/11/2022 - 11:423: SourceMod error session started
L 05/11/2022 - 11:423: Info (map "l4d2_lab024_01") (file "C:\servers\kruffty\left4dead2\addons\sourcem od\logs\errors_20220511.log")
L 05/11/2022 - 11:423: [SM] Exception reported: Native is not bound
L 05/11/2022 - 11:423: [SM] Blaming: lockdown_system-l4d2_b.smx
L 05/11/2022 - 11:423: [SM] Call stack trace:
L 05/11/2022 - 11:423: [SM] [0] L4D_GetCheckpointLast
L 05/11/2022 - 11:423: [SM] [1] Line 750, lockdown_system-l4d2_b.sp::InitDoor
L 05/11/2022 - 11:423: [SM] [2] Line 274, lockdown_system-l4d2_b.sp::tmrStart
L 05/11/2022 - 11:484: Error log file session closed.
L 05/11/2022 - 11:48:45: SourceMod error session started
L 05/11/2022 - 11:48:45: Info (map "l4d2_lab024_02") (file "C:\servers\kruffty\left4dead2\addons\sourcem od\logs\errors_20220511.log")
L 05/11/2022 - 11:48:45: [SM] Exception reported: Native is not bound
L 05/11/2022 - 11:48:45: [SM] Blaming: lockdown_system-l4d2_b.smx
L 05/11/2022 - 11:48:45: [SM] Call stack trace:
L 05/11/2022 - 11:48:45: [SM] [0] L4D_GetCheckpointLast
L 05/11/2022 - 11:48:45: [SM] [1] Line 750, lockdown_system-l4d2_b.sp::InitDoor
L 05/11/2022 - 11:48:45: [SM] [2] Line 274, lockdown_system-l4d2_b.sp::tmrStart
L 05/11/2022 - 11:59:29: Error log file session closed.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 05-12-2022 , 13:16   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #134

Quote:
Originally Posted by Krufftys Killers View Post
Got this error after updating it.

L 05/11/2022 - 11:423: SourceMod error session started
L 05/11/2022 - 11:423: Info (map "l4d2_lab024_01") (file "C:\servers\kruffty\left4dead2\addons\sourcem od\logs\errors_20220511.log")
L 05/11/2022 - 11:423: [SM] Exception reported: Native is not bound
L 05/11/2022 - 11:423: [SM] Blaming: lockdown_system-l4d2_b.smx
L 05/11/2022 - 11:423: [SM] Call stack trace:
L 05/11/2022 - 11:423: [SM] [0] L4D_GetCheckpointLast
L 05/11/2022 - 11:423: [SM] [1] Line 750, lockdown_system-l4d2_b.sp::InitDoor
L 05/11/2022 - 11:423: [SM] [2] Line 274, lockdown_system-l4d2_b.sp::tmrStart
L 05/11/2022 - 11:484: Error log file session closed.
L 05/11/2022 - 11:48:45: SourceMod error session started
L 05/11/2022 - 11:48:45: Info (map "l4d2_lab024_02") (file "C:\servers\kruffty\left4dead2\addons\sourcem od\logs\errors_20220511.log")
L 05/11/2022 - 11:48:45: [SM] Exception reported: Native is not bound
L 05/11/2022 - 11:48:45: [SM] Blaming: lockdown_system-l4d2_b.smx
L 05/11/2022 - 11:48:45: [SM] Call stack trace:
L 05/11/2022 - 11:48:45: [SM] [0] L4D_GetCheckpointLast
L 05/11/2022 - 11:48:45: [SM] [1] Line 750, lockdown_system-l4d2_b.sp::InitDoor
L 05/11/2022 - 11:48:45: [SM] [2] Line 274, lockdown_system-l4d2_b.sp::tmrStart
L 05/11/2022 - 11:59:29: Error log file session closed.

Quote:
Originally Posted by HarryPotter View Post
[L4D / L4D2] Lockdown System Improved Version 4.8 [2022/5/11]

Require:
"Left4DHooks" plugin version 1.101 or newer
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AsphyxiaJLSA
Member
Join Date: Oct 2021
Location: Lima,Perú
Old 05-20-2022 , 20:54   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #135

Quote:
Originally Posted by HarryPotter View Post
[L4D / L4D2] Lockdown System Improved Version 4.8 [2022/5/11]
When someone tries to open end saferoom door, it will stay closed until a certain amount of time has passed. All the survivors need to do is to survive the incoming waves of mob and tanks.

New Feature:
- ProdigySim's method for indirectly getting signatures added, created the whole code for indirectly getting signatures so the plugin can now withstand most updates to L4D2! (Thanks to Shadowysn and ProdigySim)
- Update L4D2 "The Last Stand" gamedata
- Translation support
- Workng in L4D2 "The Last Stand" Map
- Replace Left 4 Downtown 2 extension with Left 4 DHooks Direct
- Remove Convar "Lockdown_system-l4d(2)_menu".
- Percentage of the ALIVE survivors must assemble near the saferoom door before open. (prevent rushing players)
- spawn a tank before door open
- spawn multi tanks after door open
- keep spawning a tank when door is opening (players will not feel boring)
- display a message showing who opened or closed the saferoom door. (everyone will know who spamming the door)
- after Safe room door is opened, set a timer to count down. Slay players who still are not inside the saferoom. (prevent cowards)
- when door is opening, if any common or infected spawns inside the saferoom, teleport them outside. (prevent being stuck inside the saferoom)
- stop AI survivor from opening and closing the door. (prevent stupid bots from spamming the door)
- Set the door glow color
- Seconds to lock door after opening and closing the saferoom door.
- after saferoom door is opened, how many chance can the survivors open the door. (stop noobs from playing the doors)

Apply to:
l4d1/2 both

Require:
1. Sm 1.10 or above
2. [INC] Multi Colors
3. "Left4DHooks" plugin version 1.101 or newer


Updating cfg:
  • New cvars have been added: use the Cvar Configs Updater, or delete the old cvars config or manually add them.

Updating gamedata from v2.7:
  • New signature have been added: redownload and replace gamedata/lockdown_system-l4d2.txt
Updating translation:
Spoiler

-Convar-
Spoiler


-Natives & Forwards API-
Spoiler


-Github-
Latest version always here
It's very good, but can the TS tag be removed or will there be a problem with the code?
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DISCORD: Asphyxia#9797

Sorry for my bad English

Last edited by AsphyxiaJLSA; 05-20-2022 at 20:57.
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 05-20-2022 , 21:05   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #136

Quote:
Originally Posted by AsphyxiaJLSA View Post
It's very good, but can the TS tag be removed or will there be a problem with the code?
download sp file, search
PHP Code:
CPrintToChatAll 
PHP Code:
PrintHintTextToAll 
PHP Code:
PrintHintTextToAll 
PHP Code:
PrintToChatAll 
=> delete [TS]
=> compile
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insobniut2004
Member
Join Date: Feb 2022
Old 05-26-2022 , 22:45   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #137

Based in version of HarryPotter

I made small changes
New:
+ Panel AntiFarm
+ When the door is fully open, a panic event will play, not during or before
+ servers style
+ TL tag removed


Countdown PrintCenterTextAll
Door Open PrintHintTextToAll


» Discord: Jhxir#4898
» Steam: https://steamcommunity.com/id/insbobniut/
» Youtube: https://www.youtube.com/channel/UCHa...pjFPXkFYkW5PpA
Attached Files
File Type: sp Get Plugin or Get Source (lockdown_system-l4d2_b.sp - 97 views - 39.0 KB)
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HarryPotter
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Join Date: Sep 2017
Location: Taiwan, Asia
Old 07-18-2022 , 08:19   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #138

[L4D / L4D2] Lockdown System version 4.9
- Change Valve cvar "sb_unstick 0" after opening the door
(This prevent bots from teleporting and going through the saferoom without door fully opened)
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Hajitek Majitek
Junior Member
Join Date: Oct 2021
Old 08-13-2022 , 07:08   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #139

Quote:
Originally Posted by HarryPotter View Post
[L4D / L4D2] Lockdown System version 4.9
- Change Valve cvar "sb_unstick 0" after opening the door
(This prevent bots from teleporting and going through the saferoom without door fully opened)
Hello, HarryPotter. I'd like to suggest a feature: a 'door glow type' setting that can be toggled on and off to prevent the door glow from passing through walls. I'd appreciate it if you could add something like that into your plugin.
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marki89
Senior Member
Join Date: Jun 2020
Location: Argentina
Old 09-01-2022 , 11:46   Re: [L4D / L4D2] Lockdown System | 1.7 [Final] : Jan. 30, 2019 |
Reply With Quote #140

needs update by Left 4 DHooks Direct (1.114)
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