derpduck / l4d2-comp-stripper-rework Goto Github PK
View Code? Open in Web Editor NEWReworking Stripper:Source map changes for competitive L4D2 from scratch.
Reworking Stripper:Source map changes for competitive L4D2 from scratch.
29:33
https://www.twitch.tv/videos/1658138472
{
; prevent survivor from jumping on the ceiling
"BlockType" "1"
"initialstate" "1"
"mins" "-448 -2617 0"
"maxs" "0 0 100"
"origin" "609 2224 -769"
"classname" "env_player_blocker"
}
{
; prevent survivor from jumping on the ceiling
"BlockType" "1"
"initialstate" "1"
"mins" "-1257 -1711 0"
"maxs" "0 0 100"
"origin" "207 1320 -769"
"classname" "env_player_blocker"
}
{
; prevent survivor from jumping on the ceiling
"BlockType" "1"
"initialstate" "1"
"mins" "-1577 -2621 0"
"maxs" "0 0 100"
"origin" "437 2224 -445"
"classname" "env_player_blocker"
}
; --- Clipping on fences
{
"classname" "env_physics_blocker"
"origin" "2210 3713 880"
"mins" "-4 -160 -656"
"maxs" "4 160 656"
"initialstate" "1"
"BlockType" "1"
}
{
"classname" "env_physics_blocker"
"origin" "2311 3869 880"
"mins" "-97 -4 -656"
"maxs" "97 4 656"
"initialstate" "1"
"BlockType" "1"
}
Standing on the fences at the first coaster ramp on c2m3 is a jesus spot, as these fences were originally blocked by Valve's commentary blockers so there is no nav mesh here, the nav connection here is a "one way drop" so commons can't path to it.
Ideally, the solution would be to stop players from being able to stand on these fences AND prevent them from using the fences to skip the first half of the coaster
add:
; --- Prevent sewer fall damage
{
"classname" "logic_auto"
"OnMapSpawn" "no_fall_damage,AddOutput,mins -32 -32 -32,0,-1"
"OnMapSpawn" "no_fall_damage,AddOutput,maxs 32 32 32,0,-1"
"OnMapSpawn" "no_fall_damage,AddOutput,boxmins -32 -32 -32,0,-1"
"OnMapSpawn" "no_fall_damage,AddOutput,boxmaxs 32 32 32,0,-1"
"OnMapSpawn" "no_fall_damage,AddOutput,solid 2,0,-1"
}
{
"classname" "trigger_multiple"
"origin" "4216 312 -160"
"targetname" "no_fall_damage"
"filtername" "filter_survivor"
"spawnflags" "1"
"OnStartTouch" "!activator,IgnoreFallDamageWithoutReset,1,0,-1"
}
test on zonemod v2.8
Tanks on map 1 after around 45% always get AI'd by running back to the saferoom since there is no good place to fight them forward, I think anything after 45% should be banned.
Another potential solution which would require more work could be to block off the right side path with something like a fence/truck/bus.
With the early tank it could be too easy to bring in too many hittables, the car on fire should probably be made non-hittable to compensate, so the tank would have to bring the alarm car in from further away.
Another possibility is to also move the dumpster located after the alarm car to a more favorable spot for the Tank.
In the house after the broken down helicopter, common and SI can break the wooden planks covering the door with many hits, allowing the survivors to cut through the stairs choke. There should be a prop added or the planks should be made unbreakable to prevent this.
Probably the most important change: With the 2 damage/hit commons, the time needed to close the door on the event on map 3 should be reduced to 4 or 5 seconds. With a good sack rotation you can literally delay the survivors forever making them at minimum lose half their HP but potentially killing them, with still a very long map (and potentially tank) ahead.
Relevant line: https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/blob/master/cfg/stripper/maps/l4d_dbd2dc_clean_up.cfg#L130
It would be a good idea to add a prop/extend the ladder on the vent drop to allow the Tank to climb back over without having to go all the way around the vent, in order to give the Tank a bit more time to catch up to the survivors, reducing the potential for AI. It would also make it a bit nicer for newer players since the alternative way around is a bit of a maze.
There could be a prop added in order to climb back over the wall after the holdout event, this would allow slow survivors to make it back without having to go all the way around (which enables the Tank to cut them off 100% of the time.)
The skip over the trash bags at the end should be blocked since it allows the Survivors to skip a choke at the corner.
SI can spawn in a few spots in the end saferoom by jumping on the vending machine and table (potentially on the sofas too).
Sometimes the alert door can be destroyed by tank's punch or survivor's weapon, and the rest of the path will no longer spawn the elevators because of that. I don't know where the problem might be in, so can you lend a help? It will be appreciate of you if you can deal with the issue.
like title say , its happen on my server.
https://youtu.be/DooY_tfw9II
shortcut
test on zonemod v2.8
filter:
{
"hammerid" "435179"
}
{
"targetname" "navblock_coop"
}
{
"targetname" "navblock_scavenge"
}
duplicate code
line 113~134
{
match:
{
"targetname" "caralarm_4-caralarm_light1"
"origin" "3422.15 2843.06 69.031"
}
replace:
{
"origin" "3438.15 2843.06 73.031"
}
}
{
match:
{
"targetname" "caralarm_4-caralarm_light1"
"origin" "3422.15 2843.06 69.031"
}
replace:
{
"origin" "3438.15 2843.06 73.031"
}
}
Infected AI will just get stuck on the added fence.
https://steamuserimages-a.akamaihd.net/ugc/1667986590230305020/94C90D6DB3097C5D22193001949ABAEDD636A167/
OnMapStart is fired when the map finishes loading or the 2nd round starts, this is used by logic_auto entities to automatically perform some tasks, such as removing entities, or setting dimensions for entities.
Using the command mp_restartgame
I noticed that this didn't seem to fire correctly, and some clips were still left in the map that should have been deleted (tested c1m2).
I believe that mp_restartgame
is a bugged command and doesn't function correctly, at least for L4D2. But this problem could potentially happen using the regular restart chapter vote and cause major issues.
https://clips.twitch.tv/ObliviousCogentMosquitoMikeHogu-i33pJnrVsx9x7fgE
Map: Dead air, map 3. able to jump on the top of power station
https://clips.twitch.tv/EntertainingReliableSquirrelBuddhaBar-rgdX8l2kMDHvgc4H
Map: Blood Harvest, map 3. fast way running to the camp spot.
both spot still working on zonemod 1.9.16. so hope can fixed it.
Creating issue here for reference, see details in: SirPlease/L4D2-Competitive-Rework#267
Bug survivor stuck forever in a area after scavenge event if raised from ledge:
https://steamcommunity.com/sharedfiles/filedetails/?id=2354700897
is this surface suppose to be obscured?
the surface
if tank punch a gas pump it will disappear after some time like a car, and poor survs will not be able to start the event
tank vs pumps
if bots are passing the map on their own they will get stuck on these boxes, ofc you can takecontrol and lead them, but they will not find the way on their own
bots vs boxes
bots constantly getting stuck on this ladder, it's not impossible to climb there, but bots dont like it
climbing problems
it often happens on my server, change delay to 15~20 work for me
L4D2-Comp-Stripper-Rework/cfg/stripper/maps/c2m1_highway.cfg
Lines 1375 to 1377 in 1bbd28c
Remove it for now until fixed
test on zonemod 1.9.16, try my best find these glitch spots.
Refer the Diescraper chapter 3 start elevator, survivor just go in those room and AI the tank.
The example screenshot is on DBD chapter 3
And I found same door on Suicide blitz 2 chapter 3, but you can't close after you open it, the DBD m3 you can close and open.
I guess not only those, maybe need care if other map same door existed.
test on zonemod 2.7
Having only 1 choice of weapon type in the c5m2 saferoom is reportedly fixed with the last stand update
https://github.com/Tsuey/L4D2-Community-Update/blob/be0cf3b251627fe018916c3670cc60eeee81db31/Map%20Fix%20and%20PvP%20Changelog.txt#L476
Since the fix provided here is identical and results in no change it does no harm to leave it in.
Server bases Zonemod 1.9.9 from Competitive Rework with this repo. Happened on c1m1 as well as c4m1, at whose start there're manually spawned primaries. I have no idea whether this is intended.🤔
Map 1 ->
-Add ammo pile in scavenge area.
-Make fuses spawns not random ?
Map 2->
-Add ammo pile after first alarm event, and one before elevator event.
-Make pills and weapon spawn not random.
Map 3 ->
-Two tanks, remove scripted one after scavenge event.
-Make wheel and batteries spawns not random ?
Map 4 ->
-Remove stupid invisible wall? And make it spawn once everyone dropped into the finale area.
-Holdout was a little too long, bad commons navigation surely.
edit: It seems that this campaign have to many custom stuff, some original sounds disappear sometimes.
This behaviour works for vanilla because hittables get removed if tank hasn't hit them for 60 seconds anyway, but in competitive hittables should never disappear while the tank is alive.
If tanks end up leaving a hittable on top of an atomizer trigger it will be deleted after 60 seconds.
These triggers should be disabled while tank is alive and in human control.
; --- Make Valve's blocker that prevents skipping the event early last for 30 seconds after the event is triggered
modify:
{
match:
{
"targetname" "tractor_start_relay"
}
delete:
{
"OnTrigger" "landing_blocker�Disable��0�-1"
}
insert:
{
"OnTrigger" "landing_blocker,Disable,,30,-1"
}
}
Reports that since TLS update the train car tank on c7m1 has "delayed" punches, particularly on high ping. Still not verified if this is actually the case, but it is likely to be a server/config issue but is potentially related to the map and worth looking into.
It's also reported that holding +attack instead of just clicking does not have a delay, this needs to be verified also as this could be a ping issue with how commands are sent to the server.
There is no obvious cause I can find in the logic of the map that would change tank punching.
Here is a video showing the reported delay, but there is no point of comparison on other maps on the same server or any kind of normalized testing method to measure the delay: https://www.youtube.com/watch?v=l7kgp_ydWYA
I did a comparison on a local server, the bottom 2 videos are using net_fakelag 60:
https://www.youtube.com/watch?v=cBRGKnxR-6s
3 potential causes I can see for this so far:
"TankArmsVariant" "models\v_models\weapons\v_claw_hulk_dlc3.mdl"
which sets the viewmodel for the tank's arms, this should only be visual but it's worth looking into.It could also just be some config/server related jank, but I don't see how that would affect only this tank.
The current Stripper file for the map in Zonemod does have something to fix an exploit related to the tank, but it's unclear to me what this actually does.
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