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[L4D2] Improved Automatic Campaign Switcher (ACS) [v2.3.0 (20201024)]


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Lux
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Join Date: Jan 2015
Location: Cat
Old 04-09-2019 , 03:34   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #81

Not sure if it's the plugin's fault but it maybe is
CDirector::AreTeamsFlipped
if ( !_V_stricmp(v2, "mutation15") )
It's probs valve not triggering the events needed.

Maybe it needs patching i dunno i don't wanna do it for something i don't use
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Last edited by Lux; 04-09-2019 at 03:37.
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rikka0w0
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Join Date: May 2018
Location: Sydney, Australia / Beij
Old 05-11-2019 , 14:38   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #82

Quote:
Originally Posted by GoGetSomeSleep View Post
not work for mutation15
I didn`t test the plugin with mutation modes, there are too many and I dont have time. But I didn't change the way the original ACS plugin detects game modes, so what works for the original ACS should also work for the improved ACS.

I will have a look at mutation 15 mode. Actually what is its human readable name ?
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 05-11-2019 , 22:09   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #83

mutation15 = Versus Survival
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Last edited by Marttt; 05-11-2019 at 22:09.
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yagura40977
Junior Member
Join Date: Feb 2019
Old 09-11-2019 , 02:58   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #84

https://forums.alliedmods.net/showthread.php?p=2588181

能不能結合裡面的 戰役結束後 多少秒才切換地圖 ?

不然打完結束後 還要等到換地圖 才能登出


個人覺得這個插件 贏在戰役失敗幾次後 強制切換地圖 很方便
缺點就是通關切換地圖太快 犧牲者名單 都沒有看清楚跟上面的問題
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rikka0w0
Member
Join Date: May 2018
Location: Sydney, Australia / Beij
Old 09-14-2019 , 09:28   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #85

Quote:
Originally Posted by yagura40977 View Post
https://forums.alliedmods.net/showthread.php?p=2588181

能不能結合裡面的 戰役結束後 多少秒才切換地圖 ?

不然打完結束後 還要等到換地圖 才能登出


個人覺得這個插件 贏在戰役失敗幾次後 強制切換地圖 很方便
缺點就是通關切換地圖太快 犧牲者名單 都沒有看清楚跟上面的問題
我这边在考虑对插件进行一次大更新,主要是重新设计下投票系统。比如说现在有4个人分别投了4个 不同的地图,那下一个地图会是在地图列表里最靠前的那个被投票的图,改进的检票方式是首先找出获 得票数最多的那些地图然后从中随机挑选一个。你说的这个问题,我可以考虑加一个ConVar来选 择在多少秒之后进行强制换图,现在只能在代码里面更改这个时间。
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JohnMacJohn
New Member
Join Date: Nov 2019
Old 11-30-2019 , 13:29   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #86

Thanks for this nice plugin !

Here's my contribution. I play with some friends and manage all server' stuff. We play on custom map all the time.

I did a steam collection of 100% working custom versus campains, and did a translation text with all name matching the collection. So votemap display perfect human readable map names.

I also added the number of map in each campains in the name (like [4] for 4 maps)

Just copy .txt in your translation folder (addons/sourcemod/translations/), and "subscribe all" maps from collection ;)

Maps collection :
https://steamcommunity.com/sharedfil...?id=1131624513

___
I was wondering, is there a way to remove officials campains from !mapvote ?
Attached Files
File Type: txt missions.phrases.txt (3.8 KB, 203 views)

Last edited by JohnMacJohn; 11-30-2019 at 13:31.
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rikka0w0
Member
Join Date: May 2018
Location: Sydney, Australia / Beij
Old 12-04-2019 , 12:21   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #87

Quote:
Originally Posted by JohnMacJohn View Post
I was wondering, is there a way to remove officials campains from !mapvote ?
Currently there's no way of doing this. But by adding a few lines to the source code and recompile it, it could be done. Upon startup, ACS queries avaliable maps from the mission manager and store them as a list. You can remove those unwanted official campaigns from that list, so that they won't be displayed.

I was think about this:
Setup a web service for localizing campaign names. The mission manager will first look for entries in the local localization files, if it cannot be found then attempt to contact a web address to see if the localized name can be resolved by the server. If all of these fail then use the map name.

How does this sounds?
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moschinovac
Member
Join Date: Mar 2019
Location: Vietnam
Old 12-04-2019 , 23:20   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #88

Anyway to keep Statics then Change to next map? Sometime i want to look into that statics ending.
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rikka0w0
Member
Join Date: May 2018
Location: Sydney, Australia / Beij
Old 12-05-2019 , 12:08   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #89

Quote:
Originally Posted by moschinovac View Post
Anyway to keep Statics then Change to next map? Sometime i want to look into that statics ending.
I thought about this, but I don't know how to implement this at this moment. I don't know which event should the ACS listen to. Any ideas?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-05-2019 , 12:15   Re: [L4D2] Improved Automatic Campaign Switcher (ACS) [v2.0.0 (20181007)]
Reply With Quote #90

PHP Code:
CBaseEntity env_outtro_stats
InputPZEndGame (0) (Input)(0b) - PZEndGame
InputRollStatsCrawl (0) (Input)(0b) - RollStatsCrawl
InputRollCredits (0) (Input)(0b) - RollCredits
InputSkipStateChanged (0) (Input)(0b) - SkipStateChanged
m_OnOuttroStatsDone (1068) (Save|Key|Output)(0b) - OnOuttroStatsDone 
Can probably hook that output, or setup a timer if they're always the same duration.

I've seen "RollCredits" being fired in the usermessages or inputhooks (can't remember which, suggest monitoring for it).
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