Comments (9)
Did you have errors when compiling? When I run make
on my laptop, everything compiles just fine. You might be missing includes for l4d2_direct
or left4downtown
.
This plugin also wont let you ready-up unless teams are full. If you have any bot survivors, this wont let start the round even if all human players are ready.
from l4d2readyup.
Hey,
When I dragged the .sp file onto spcomp.exe (my scripting folder) nothing happened. I'm not too familiar with plugin creation. Normally when I download a .sp file, I compile it locally and then upload to my game server.
I downloaded my scripting folder from the server to my desktop - then just drag/drop the .sp files. When I did that with the readyup.sp, nothing happens.
In this case, how would I proceed? I see your message about including l4d2_direct and left4downtown... but I'm not sure what to do with those files (where to put them when compiling etc).
from l4d2readyup.
You need to put the includes from l4d2_direct and left4downtown into your sourcemod include directory.
l4d2_direct: https://github.com/ConfoglTeam/l4d2_direct
I'm not sure what the current up-to-date version of left4downtown is though so you'll have to find that.
It may be easier just to get the precompiled version from ProMod or something similar. There are also some releases on this GitHub but I think the newest one is a little out of date.
from l4d2readyup.
Ahhh thank you - yes yes.... then when I have them installed on the server and I go to download the scripting folder or compile... they are then included and the .sp can be made into the smx.
The only link for left4downtown tha I know of is https://forums.alliedmods.net/showthread.php?t=134032
from l4d2readyup.
Ah - found one here too: https://code.google.com/p/left4downtown2/source/browse/
from l4d2readyup.
The include file should work with any version that works with L4D2. The only thing that is used from it has been around for a long time so as long as it is compatible it should have no problem compiling.
from l4d2readyup.
I got it compiled and loaded onto the server... showing as working in rcon status for "sm plugins list". Does it include a config file as well? - Sorry, read too fast... now see the convars listed... will add to server.cfg.
*Edit - Seems to be working fine.. testing on my own but cannot move (due to bots on my side as you said). Will test tonight for the server games - thank you sir.
Another question - is there a way to bring up / hide the ready menu? As an admin to test, I wanted to slay a bot on the human side but whenever I bring up the menu it goes away immediately and is replaced with the ready menu.
Edit - sm_hide.... was so excited read too fast lol
from l4d2readyup.
Am currently reading through the plugin and docs but haven't come across a timer for the "Round is live!" message.
The hint message of "Round is live!" stays on the screen for the entire round for me when testing on my own (using sm_forcestart). Is there a way to set this on a timer so that the Round is Live! goes away after 5 seconds or so?
from l4d2readyup.
Works really well. Only two issues I see (please correct me if wrong)
-
The "Round is live!" message stays on screen forever.... to try and fix I set it to PrinttoChatAll but it loops in the chat text area non stop.
-
If no one says !ready.... once the default timer in the game opens the door... everyone starts to glitch and teleport around the saferoom (changing positions) while still unable to move. This happens as soon as the door opens. Perhaps a cvar to disable the door opening on its own?
from l4d2readyup.
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