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Messages - Sir

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1
Hackers & Cheaters / Re: [l4d2] Legit or hack?
« on: November 19, 2018, 02:46:30 pm »
Solid meme thread, just what we needed. 5.6/10

2
Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: October 25, 2018, 11:58:44 am »
Lupe always easily winning here, holy shit

3
Servers & Adminning / Re: C7m1 Two Tanks
« on: August 08, 2018, 04:42:53 pm »
Like i said before, had this static_tank_map c7m1_docks in server.cfg. Anyway Ive Found a solution. I forgot to add 2 cvars to the server.cfg. Anyway thx for reply.

My apologies, I can't read.

4
Servers & Adminning / Re: C7m1 Two Tanks
« on: August 08, 2018, 07:15:37 am »
It's because c7m1 (The Sacrifice) has a static tank Spawn, you'll need to tell the plugin that the map has a static spawn and to not create an additional spawn.
This is handled by simply adding "static_tank_map c7m1_docks" to your config (which is a Server Command registered by witch_and_tankifier.smx

5
Servers & Adminning / Re: Boomer vomit attack distance bug?
« on: August 07, 2018, 02:48:43 am »
You never specified what plugin you added when this started happening.
Derpduck assumed it was the Tickrate Enabler, but this would increase the boomer's vomit range, not decrease it (as seen in your tests)

Tickrate Fixes does not address the Boomer Vomit Range, it focuses on 3 other issues caused by the Tickrate Enabler (Pistol firing speed, Door open/close speed, Gravity issues)

6
Servers & Adminning / Re: Im looking for l4d_playerjoin.phrases.txt
« on: July 23, 2018, 07:41:42 pm »
If you're looking for this because of cannounce, the issue is described on this Github

Quote from: TGMaster
If you have connect announce plugin, you need to change in l4d_playerjoin.sp:
Line 32: Change LoadTranslations("l4d_playerjoin.phrases") to LoadTranslations("cannounce.phrases")

7
Left 4 Dead 2 / Re: RAGE COMICS ARE BACK!
« on: July 22, 2018, 03:04:58 am »
Stolen from reddit, shame on you.

8
General / Re: ..............
« on: July 21, 2018, 10:12:14 pm »
What do you want to talk about Bravo? :)

9
Hackers & Cheaters / Re: [L4D2] Is that Hack?
« on: June 28, 2018, 07:49:32 pm »
Ps: reason why I’m so motivated here is because the person who recorded the video is a well-known hacker in Brazil and she is trying to get a player banned using only that video…

Why not just ask for the demo so you can review it yourself?

10
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 20, 2018, 11:11:47 am »
https://developer.valvesoftware.com/wiki/Point_broadcastclientcommand

Might be able to use this idk

As far as I can tell this is pretty much the FakeClientCommand of Sourcemod but with less restrictions.
Also, the one you linked fires the same way for every client. (https://developer.valvesoftware.com/wiki/Point_clientcommand would be per client)

11
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 20, 2018, 04:23:40 am »
psim had a good suggestion for working around saving settings, just have people use a command with a string like "sm_glows zw234dfnj12kz" representing their glow preferences then include it in their readyup binds. can make a generator for people to put in their preferred settings and spit out their string. you mind linking to something that allows you to set glows per client / posting how to do it? the only stocks i could find set them for everyone to see.

You'd have to go through a lot of trouble.
You'd have to create invisible entities, which you'd parent to the players and then cast a glow that only a specific player can see with the use of SetTransmit (SDKHooks).
Honestly, not worth the effort as this would require a lot of checks if you're doing it for all the players (including pinned, incapped, health state, etc etc)

My only point with it was to say that it's not impossible.

12
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 19, 2018, 01:03:02 pm »
+1
If you set glows serverside then you could give a lot more customization to clients for glows than ever before tbh.

If a survivors black & white 10 hp they could have a flashing glow in different colors than a survivor at 10 hp non b&w, you could even give the option to set glows for every single tick of hp so people could get very precise with what glows they want. Maybe you want to know when someone is 24 hp or lower for when you're playing tank, or different glows for each down a survivor has so you can track their status better

edit: nvm you cant set glows per client, so not many options for customization as far as i can tell

You can set different glows for clients, the problem is actually saving them for after the client disconnects (You could always save them in a database, but meh)
If you're simply going to force glows for clients based on existing cvars from the game, then you just query the client.

13
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 14, 2018, 02:04:54 pm »
There are still glows in realism for the infected.

No way!

14
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 12, 2018, 03:54:25 am »
Kind of off-topic, But is addon-blocker like have to be enforced on a server always? or could it be like config based, with a competitive and non-comp split?

To be honest, the most active part of the game right now is just pugs, and it would be nice to just use some HUD's and Skyboxes, I really miss them.

Very off topic indeed, deserves its own thread :P
TL;DR to your question: This was voted for a long time back and the majority (even then it was just mixes and pugs) wanted to make sure both teams were playing fair.
As dustin mentioned, I used to add a vote regarding addons being allowed or not before actually loading the config and restarting the map, but as 90% of the games voted No to Addons I removed it.

15
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 10, 2018, 01:31:21 pm »
I play without glows, just make it Realism.

As for your bonus question, forcing glows upon the clients is just.. silly.

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