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Buy Plugin/Server Update Notes


JackieChan

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Update:

-Beta testing scrambling by PPM as the default !votescramble command. If the rank plugin doesn't work for whatever reason, the old scramble will take over.

 

sweet! btw the scramble is working at least a lot better than the old one. We're starting to see more even matches than we have been.

 

Also I don't know if it is intended, but respawns no longer count in the tallied score. The respawn is deducted at the end of round score but not from the more important overall score. Hope that wasn't too confusing, but otherwise it's all good!

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Update:

-Beta testing new Tank Buy system. With this new system, when you buy the Tank and you are chosen to become the Tank (based on if people have bought one or not), you MUST be spawned in (not a ghost, and not dead), and wait to be turned into your Tank. This system is controlled by a convar (l4d2_tankspawn_legacy). If set to "1", it uses the old spawning system. Currently defaulted at "0".

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Update:

-Tank Spawner was outputting errors into the log about invalid entities is now fixed.

-Tank Spawner now tells the infected team who it is waiting on to become the Tank

-If you are taking too long to spawn in as the Tank, it will skip you and attempt to either give an opportunity to another person who has bought a tank, or just auto-spawn one in. The same applies if you buy multiple Tanks. If you are a Tank already and you have one waiting for you in the queue, it'll attempt to auto-spawn one in. The plugin gives you about 45 seconds or so 30 seconds.

-Fixed errors relating to the Round Start Freezer

-Round timer should work again

-First aid kits should now be given to all survivors once the round starts again

-Tanks can no longer buy a suicide

 

Future Idea:

-Add an item to the buy menu called "Auto-Heal" for infected where if you are a Tank and you reach a certain amount of HP left, it will attempt to auto-heal you (would only show up if you are a Tank)

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Update:

-Tank spawner changed to use a hint text plus a timer showing the player waiting to be a Tank how much time they have left to spawn in (30 seconds). Timer only counts down if they're a ghost. This will compensate if the player who has bought a Tank happens to go AFK or switch teams, in that case, it will automatically skip the player and attempt to either choose someone else who has bought a Tank to spawn in, or will automatically spawn one in if it doesn't find anyone.

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(edited)

Update:

-Players while a ghost waiting to be a Tank can no longer buy a suicide to keep the timer from being frozen indefinitely as a form of griefing.

Are you kidding me?? Give some people anything and they'll find the quickest way to be a doosh with it.

Edited by Cinkadeus
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Update:

-Players while a ghost waiting to be a Tank can no longer buy a suicide to keep the timer from being frozen indefinitely as a form of griefing.

Are you kidding me?? Give some people anything and they'll find the quickest way to be a doosh with it.

I actually thought that up myself, it wasn't reported to me. I might change it to where ghosts can't suicide at all.

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Update:

 

Beta testing new Tank Frustration Meter. Once a Tank spawns (player bought or Director spawned), Tanks get a frustration meter (displayed in the hint text). You get 9 "bars" (they are actually asterisks) of frustration which go down every 5 seconds so 45 seconds in total.

 

Punching survivor = +1 bar

Hitting survivor with a rock = +3 bars

Incapping Survivor = Full meter

 

Your meter will go down even if you maintain LOS and if the Survivors are camping in the saferoom. Hopefully this system will prevent Tanks from camping too much.

 

Once your frustration meter runs out, you are automatically set on fire (if you have Director Hints enabled, it will tell you there too). This fire cannot be extinguished if the Tank walks into water. The frustration meter will not come back if you run out and hit someone again.

 

This may seem like a nerf to Tanks, but with player bought ones being able to spawn wherever they want seems like a little bit of balance.

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Does seem like a big nerf to tanks - especially the fire part. But no better way to see if it's enough than to play it live for a few days. Well done Jackie!

 

So a tank runs in, hits a Survivor and runs away - they get 1 bar (5 seconds) of frustration meter back. Does it track number of survivors hit with a single punch? Would hitting 2 (or 3, etc.) Survivors with a single punch give the tank 2 (or 3, etc.) bars back of meter?

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Does seem like a big nerf to tanks - especially the fire part. But no better way to see if it's enough than to play it live for a few days. Well done Jackie!

 

So a tank runs in, hits a Survivor and runs away - they get 1 bar (5 seconds) of frustration meter back. Does it track number of survivors hit with a single punch? Would hitting 2 (or 3, etc.) Survivors with a single punch give the tank 2 (or 3, etc.) bars back of meter?

 

I'm guessing it is coded similar to the game's version of the rage-meter. Only difference being is that you don't get the entire bar back. As for the "nerf" this is actually needed, especially in finales with the new tanks who spawn in usually unreachable places and chuck rocks (See: Dead Air's finale and tanks spawning in on the airport roofs)

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Update:

-Tanks now get full frustration when they kill a Survivor

-Introducing Auto-Heal for Tanks. If a Tank player opens the buy menu, "Heal" is replaced with "Auto Heal" which, upon purchase, will automatically heal the Tank if their health goes below 500. Lasts for one auto-heal (obviously). Purchase cost remains the same.

 

*edit

-Buying a full heal while hanging from a ledge costs half of a regular full heal.

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Update:

-Tanks now get full frustration when they kill a Survivor

-Introducing Auto-Heal for Tanks. If a Tank player opens the buy menu, "Heal" is replaced with "Auto Heal" which, upon purchase, will automatically heal the Tank if their health goes below 500. Lasts for one auto-heal (obviously). Purchase cost remains the same.

 

*edit

-Buying a full heal while hanging from a ledge costs half of a regular full heal.

 

These are nice updates really smoothing out some finer points, awesome!

 

Comment on the 2nd point though: I can see people falling off ledges when they're really injured just to get a half price heal. Maybe you could just make it a separate item to get up as if picked up by a teammate (no healing effect). You could then buy this if you're incapped, but then you may be B&W, or you could buy it when you're hanging from a ledge...

 

Maybe call it !getup

I don't know if this is possible, it seems much more complicated than the change you've already made.

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Update:

-Tank Frustration changed from 45 seconds to a minute. Along with that, a punch earns you 2 bars, a rock earns you 4. Incaps and kills still earn you the full meter

-Updated the achievement trophy stuff in coordination to this plugin. Added a convar (l4d2_achievement_thirdperson) which, if enabled, throws you in third person temporarily when you get an achievement. Default setting is off.

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