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[L4D2] Anti-Runner System


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Pescoxa
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Join Date: Dec 2009
Old 05-01-2010 , 10:09   Re: [L4D2] Anti-Runner System
Reply With Quote #31

Is there someone interested in a new version? I almost recoded every thing... but now its in Brazilian Portuguese and if worth, I can put it here! There are some Admin stuffs like know who is the key... and setup a new one. There's a menu... ok... let me know...
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 05-01-2010 , 16:31   Re: [L4D2] Anti-Runner System
Reply With Quote #32

Oh yes I am very interested. Guess I am not the only one
I am using it despite some glitches in c1m3 because the plugin itself is a must-have for rushers
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Acecombat2
Senior Member
Join Date: Nov 2009
Old 05-01-2010 , 20:59   Re: [L4D2] Anti-Runner System
Reply With Quote #33

Yes please and don't forget support DLC THe Passing TOo ~ thank you~
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Pescoxa
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Join Date: Dec 2009
Old 05-07-2010 , 09:01   Re: [L4D2] Anti-Runner System
Reply With Quote #34

Sorry about the delay... But in this weekend... It's a deal! Problably today... My version is comming... lol
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Pescoxa
Member
Join Date: Dec 2009
Old 05-07-2010 , 19:16   Re: [L4D2] Anti-Runner System
Reply With Quote #35

Here it goes!

New Features:

* Forces Keyman; sm_key or !key or /key <user> or <*> (* is a random form);

* Keyman is automaticly chosen when a survivor leaves the safe room;

* There's a menu on the admin menu that allows to choose another Keyman and shows the current one;

* Tank bug fixed - Another way to detect if Tank is alive.

* Whenever a Keyman is chosen, admins will be notified about the Keyman.

* Everything is in brazilian portuguese... sorry...

I think that's all.

** NEW VERSION ADDED - 2.1 **

Last edited by Pescoxa; 05-16-2010 at 23:10. Reason: Removed attach... there's a new version! 2.1
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kiraibrasil
Member
Join Date: Jun 2009
Old 05-07-2010 , 19:17   Re: [L4D2] Anti-Runner System
Reply With Quote #36

BRASIL FOREVER
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Skorpion1976
Veteran Member
Join Date: Jun 2009
Location: Austria
Old 05-10-2010 , 06:24   Re: [L4D2] Anti-Runner System
Reply With Quote #37

@pescoxa: I wonder why you post in english but leave the plugin in another language? I have no clue what the words mean so I canīt translate them NOR use the plugin on the server. Why didnīt you use english at all ?
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Pescoxa
Member
Join Date: Dec 2009
Old 05-10-2010 , 08:39   Re: [L4D2] Anti-Runner System
Reply With Quote #38

lol... I'll translate... I was searching about how to multi-color phrases in a translation file... I'll translate the messages and functions like AvisaAdmins to WarnAdmins... Until that... test this one... and report some bugs... "Homem-Chave" is "Keyman"... this will allow you to understand what is happening... Next weekend I'll post the updates...
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 05-12-2010 , 07:31   Re: [L4D2] Anti-Runner System
Reply With Quote #39

WIth the next update could you figure out a way to not use this function in coop mode and only use it in versus ? SOmetimes when you play expert coop, you might want to just close the door and leave everyone behind so you can progress to the next map.

Or maybe you could limit the plugin also not to work in expert?

Also, there seems to be a problem with this plugin in versus. If only one user connects when the server started out with bots (sb_all_bot_team 1) then when that one survivor closes the door the match won't end.
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Last edited by CosmicD; 05-12-2010 at 12:35.
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CosmicD
Senior Member
Join Date: Dec 2009
Location: Hasselt, Belgium
Old 05-13-2010 , 05:44   Re: [L4D2] Anti-Runner System
Reply With Quote #40

in versus, the anti runner sometimes causes the start safehouse to be already open when people are connecting, it only happens on loading a new map: not when the teams switch sides
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