I'll admit, this is a bit overkill, but it definitely prevents any cases of the survivors managing to fall through (although I probably can't say the same for the decoys), even if it becomes immersion-breaking. Oof.
The way this plugin works is by creating a static clone of the elevator located in an obscure place in the skybox, attaching teleports to the elevators that activate upon either the button press or the real elevator reaching a floor.
Using the original version as a base, I ended up discarding
most of the code from there and used the I/O system for a lot of things.
Code:
WARNING: This is potentially incompatible with the other, original fix version.
Not really tested, but in theory, the original plugin will keep teleporting survivors very high up in the skybox once they get moved to the fake elevator,
and once the original fix feels like it did it's job it will release the survivors, giving them all a very uneventful death.
I made this plugin after
Tsuey, a member of the L4D2 community dedicated to improving the game that Valve has 'left for dead', joked about using a fake elevator after discussing methods to fix the still-ongoing elevator bug that has claimed many survivors.
-= ConVars =-
l4d2_coopelevatorfix_team4 [0/1] =
Create 'The Passing' bots to take places in real elevator to attempt to fool Infected players. Cannot adjust for actual survivors, and can bug out.
-= Bugs =-
- Lighting for the survivors in the fake elevator will end up looking unnatural.
- Flashlights will begin to flicker inside the fake elevator.
- The plugin does not account for any changes to the survivor group from the intended L4D1 set when using decoys for Versus.
- <Potential> The method of detecting the decoys may have a chance to fail.