Author Topic: EQ 1.3  (Read 9949 times)

Jahze

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EQ 1.3
« on: May 16, 2012, 03:15:25 pm »
Equilibrium 1.3

  • Fixed the tank spawn ban for cane field tanks of Hard Rain 3.
  • Fixed bugs with the plugin that forces equal alarmed cars.
  • Slightly increased chances of silenced SMG when CS:S weapons would spawn.
  • The witch percentage is announced along with the tank percentage.
  • !tank and !witch can now be used before the round goes live.
  • !tank and !witch will display the percentage to everyone on the same team of the person who used it.
  • Updated the tank/witch percentage plugin to be in terms of survivor distance, rather than where the boss will spawn.
  • Increased the recharge timer for a jockey after a ledge hang to 10s (and prevent instant recharges).
  • Players who have already played the tank will not get a chance to be the tank again until all other players have had a turn.
  • Tanks no longer pass between players, their rage meter is reset once instead.
  • Grace period before losing frustration with the tank increased from 10 to 25 seconds.

Download: http://code.google.com/p/equilibrium-confogl/downloads/detail?name=Equilibrium-1.3.zip
I've moved the code to Github: https://github.com/Jahze/Equilibrium

As ever, my Steam ID: http://steamcommunity.com/id/Jahze/

To my knowledge no-one really plays this in the US, but I'd recommend taking a look at the updated plugins for the car alarms and boss percents.

I know a few people were interested in the jockey ledge hang timer so I'll elaborate on that a bit. There is a cvar that controls the time for recharge after a ledge hang: z_leap_interval_post_ride. However, this cvar is also used for when you are m2ed off as a jockey so it's not really viable to change it. The default for this cvar is 6 seconds. To make matters more complicated there is another issue which occurs when the jockey gets a ledge hang within a second or so of landing: he will get an instant recharge (as if he had just m1 jumped and not landed at all). My plugin adds a cvar for you to control the ledge hang recharge timer independently, which defaults to 10 seconds. The cvar is named z_leap_interval_post_ledge_hang.

Enjoy.

Online ProdigySim

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Re: EQ 1.3
« Reply #1 on: May 16, 2012, 03:48:51 pm »
Very very interesting changes.

Can you go over how tank/rage progession works in EQ now?

I'm imagining: Spawn as tank -> 25s no rage loss -> 20s rage meter -> reset -> 20s rage meter -> AI.

SL

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Re: EQ 1.3
« Reply #2 on: May 16, 2012, 04:20:59 pm »
Original explanation i heard was it double passed back to the person, so imagine that is how it works.
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Battle

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Re: EQ 1.3
« Reply #3 on: May 16, 2012, 04:54:33 pm »
Very very interesting changes.

Can you go over how tank/rage progession works in EQ now?

I'm imagining: Spawn as tank -> 25s no rage loss -> 20s rage meter -> reset -> 20s rage meter -> AI.

This basically

Its set up so from map 1 - 4 tank is still random but every time some one becomes tank it eliminates them from the lottery. example

Prodigysim purple killatoy breaker in le game

sim gets tank on map 1 which elminates him for maps 2 3 and 4
breaker gets map 2 which inturn eliminates him from the 3 and 4 lottery

If memory serves correctly jahze coded it to reset upon finales because we dont play them euroside it didnt make that much difference, but i think he added it because most finales generally have atleast 3 tanks
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CircleSquared

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Re: EQ 1.3
« Reply #4 on: May 16, 2012, 04:55:13 pm »
I sent you a pm with a fatal bug in one of EQs plugins.

Jahze

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Re: EQ 1.3
« Reply #5 on: May 16, 2012, 04:55:52 pm »
Very very interesting changes.

Can you go over how tank/rage progession works in EQ now?

I'm imagining: Spawn as tank -> 25s no rage loss -> 20s rage meter -> reset -> 20s rage meter -> AI.

Yeah it works exactly like that.

Original explanation i heard was it double passed back to the person, so imagine that is how it works.

We toyed with this idea in the early versions. We decided that resetting the rage was a cleaner way so as not to mess up the spawns that you have.

KiLLaToY

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Re: EQ 1.3
« Reply #6 on: May 16, 2012, 05:12:36 pm »
Yeah it works exactly like that.

We KILLAtoyed with this idea in the early versions. We decided that resetting the rage was a cleaner way so as not to mess up the spawns that you have.

Fever

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Re: EQ 1.3
« Reply #7 on: May 16, 2012, 06:45:05 pm »
I really REALLY love the tank concept.

Also approve of the witch plugin. Would be cool to integrate those into promod  >.<
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ReggieSide

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Re: EQ 1.3
« Reply #8 on: May 16, 2012, 07:00:19 pm »
No tank slowdown sux. I love you jahze!

Online ProdigySim

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Re: EQ 1.3
« Reply #9 on: May 16, 2012, 08:41:07 pm »
No tank slowdown sux. I love you jahze!
No bhopping sux. I love you, Me!

Tabun

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Re: EQ 1.3
« Reply #10 on: May 17, 2012, 12:20:07 pm »
I just noticed EQ has its own jockey glitch fix. I'd rather use a single plugin for all my configs. I'm not entirely sure which is the better candidate. Is there anything I should be aware of in picking one? The only difference I can see that matters is that the EQ fix doesn't handle multiple simultaneous jockey rides (and is ofcourse smaller / faster because of it -- dunno whether that matters).

estoopi

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Re: EQ 1.3
« Reply #11 on: May 17, 2012, 12:32:11 pm »
"Players who have already played the tank will not get a chance to be the tank again until all other players have had a turn."

Is there any way by chance that this is it's own plugin?   When i play vanilla with my friends, I always get tank...  and I want my friends to have the practice D:

I assume no but thought i'd ask just in case

Huuwap

Re: EQ 1.3
« Reply #12 on: May 17, 2012, 01:03:16 pm »
I have a feeling that if you have sourcemod installed on your server you could put the "l4d_tank_control.smx" plugin in the sourcemod/plugins/optional (or even sourcemod/plugins...been a while since I've run a server) directory on your server and make this happen.  If memory serves me right, plugins are auto-loaded...but I could be wrong.  If I'm wrong, you'd need to figure out how to call just that plugin if it's the only portion of this that you want.

I don't have a platform to test it with, but that's my guess.
« Last Edit: May 17, 2012, 01:18:02 pm by Huuwap »

Battle

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Re: EQ 1.3
« Reply #13 on: May 17, 2012, 01:15:42 pm »
As far as im aware tabun jahze is using your jockeyfix plugin to run with EQ than his own, i think he just left it in the coding but ill confirm with him when hes alive later this evening.

Estoopi - Yes its an indivudal plugin jahze made but you might be able to get it to run if you use huuwaps suggestion.
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Jahze

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Re: EQ 1.3
« Reply #14 on: May 17, 2012, 01:56:14 pm »
I just noticed EQ has its own jockey glitch fix. I'd rather use a single plugin for all my configs. I'm not entirely sure which is the better candidate. Is there anything I should be aware of in picking one? The only difference I can see that matters is that the EQ fix doesn't handle multiple simultaneous jockey rides (and is ofcourse smaller / faster because of it -- dunno whether that matters).
This is an old binary, compiled from the source I showed you a few weeks ago, that I accidentally included in the download. It's not even loaded by confogl_plugins.cfg and I've been recommending to people that they install your plugin on top of this config, so I wouldn't bother with it. I'll remove the .smx from the download package to prevent any further confusion.

"Players who have already played the tank will not get a chance to be the tank again until all other players have had a turn."

Is there any way by chance that this is it's own plugin?   When i play vanilla with my friends, I always get tank...  and I want my friends to have the practice D:

I assume no but thought i'd ask just in case
Pretty much every feature I code goes into a separate plugin. Huuwap was correct about l4d_tank_control.smx, however you'll also need the latest version of Left4Dowtown2, Sourcemod 1.4.2, and the l4d2_direct.txt gamedata from the EQ 1.3 download on your server. If you have any problems hit me up.

 

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