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[L4D2]survivor tallents


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 11-20-2021 , 23:26   Re: [L4D2]survivor tallents
Reply With Quote #11

This plugin is poorly written. Loads of warnings when I compiled from the first post. Various unused code left in there. Passing client and entity indexes into timers.

Uploaded a some what fixed version (took me over 20 mins). Now using entity references and client user IDs into timers and checking they are valid on timer callback.

This plugin still causes crashes apparently, I don't have the time to go through it. The whole thing needs a re-write really.

This will not work with SM 1.11 and I will not be supporting this plugin anymore. Author is still active, suggest they maintain.
Attached Files
File Type: sp Get Plugin or Get Source (DLR_Talents_updated.sp - 337 views - 74.2 KB)
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Last edited by Silvers; 11-21-2021 at 04:52.
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yani
New Member
Join Date: Feb 2023
Old 02-20-2023 , 05:50   Re: [L4D2]survivor tallents
Reply With Quote #12

I began rewrite operation for this awesome plugin, feel free to contribute with bug reports, ideas, pull requests or constructive feedback.

First phase goal would be to separate the classes and perks as separate plugins, so you can combine those in config file and keep the code in manageable condition.
Second would be to enhance the experience without breaking the vibe of the original.
I'll try to include as simple instructions as possible to add new plugins.




https://github.com/janiluuk/L4D2_DLRTalents

Changes:

Sourcemod 11 compatible
Rewrite for internal variable structure, variable naming and functionality.
Plugin support, adding new features should be a matter of including the plugin and adding hook to it
Soldier has faster moving speed and takes less damage. Also by default melee penalty is off. Configurable.
Soldier can order airstrikes. (Requires F18_Airstrike plugin)
Athlete has faster moving speed and a parachute. configurable.
Commando reload rate actually works now
Commando damage modifiers are configurable per weapon, default one is used for rest.
Commando is immune to knockdowns
Commando can stomp downed infected
Medic has more options to spawn. Has faster healing and revival times.
Includes modifiers for adrenaline/pills/revive/heal durations in the config. disable with "talents_health_modifiers_enabled"
Announcement to other players when healing spot is active.
Players get notified when theyre being healed.
Players healed by medic have special glow
Default health for players without class configurable. Menu does not spam you if you don't choose a class.
Engineer spawns ready-to-use upgrade packs instead of deployable boxes.
Engineer now spawns 2 different types of turrets. 8 different ammo types for various situations. (Requires plugin from https://github.com/janiluuk/L4D2_Machine)
Engineer can now barricade open doors & windows. Requires plugin version of (https://forums.alliedmods.net/showthread.php?p=2780813). Adding the plugin version as soon as have tested it properly
Engineer, medic and saboteur get countdown for next deployment when trying to deploy too early
Turrets don't block anymore, so you cannot abuse it by boxing in opponents.
Saboteur moves faster when crouched and shows visibility status.
Saboteur has visual effect on turning invisible and specific glow.
Saboteur has nightvision
Redefine visual effect for mines, and actually leave a visible mine.
Mines do less damage to survivors. Standing really close to the mine can still incap.
Mines do more damage to infected, 1500hp. Some edge over tank
Mines glow now so players know to avoid the spot or lure someone to it.
Notifications on placing mines.
Warnings for players that go near armed mine
Countdown notification before mine becoming armed.
Support for multiple types of mines (freeze, vomit, antigravity, black hole), ui missing
Engineer, medic and saboteur get notification if out of supplies.
More helpful class descriptions and help system.
Internal turret system fixed
Gun reload glitches fixed
Invisibility rewrite, it never really worked properly before.
Wipe out all infected from admin menu
Debug mode for admins

Roadmap
Game modes that can be random or configured;
- Currently working on Escort mission,
- Melee weapons with lights out mode.
- "It follows" - mode: Each player gets dedicated witch coming after them 1 minute after leaving saferoom.
- Antigravity mode
Cleaner UI, menu option to turn hint texts off. Common HUD component which manages, prioritizes and combines the hint texts properly.
Integrate game instructor UI to be utilized for counters, and other live indicators.
Show player class above their head (Using "Hats" plugin, missing graphics for it)
Engineer can build different types of defences
Saboteur can see infected outlines when in "predator mode". Instakill if manages to sneak up behind.
Smoker should have much more visible and thick cloud when gets killed.
Rewrite for missile plugin to fit better with this one
Add more plugins including berserk mode, jetpack, special grenades.
Incap players can fight with attacker with some keys, if indicator goes back to zero, player is freed.
When incapacitated without supplies and you have kit available, ask survivor if want to consume it.
Revamp infected skills to match the added ones for survivors;
Infected can bite survivors, after defined about of time player turns into a witch for 30 seconds. If the witch gets killed, player gets killed, otherwise transform back to playable character.
Charger can drop survivor and continue running
Hunter can use boost for ultra long jumps
Jockey can make player shoot others with FF damage while riding
Smoker can shove opponent to any direction when pinned, e.g throw out of window.
Hunter can masquerade as survivor for 30 second time (Using LMC)
More suggestions welcome!

Last edited by yani; 02-20-2023 at 12:23.
yani is offline
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