[L4D2] ConnectHook
2 Attachment(s)
This extension provides a OnClientPreConnect forward (similar to CBaseServer's, and Connect).
Unlike the Connect extension this version supports Left 4 Dead 2 game, but no SteamID validation (engine restrictions). Unlike the CBaseServer extension this version provides more clear interface to reject clients. PHP Code:
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Re: [L4D2] ConnectHook
can you please make a windows Version
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2 Attachment(s)
Windows version in attachment. I have no enviroment for test this. I need report from someone.
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Great! Thank you!
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L 03/05/2016 - 22:56:44: [ConnectHook] Failed to setup ConnectClient detour L 03/05/2016 - 22:56:58: Error log file session closed. |
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Thanks! Windows gamedata in previous post updated!
Who already download, you can manually strip old gamedata: OLD: PHP Code:
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Re: [L4D2] ConnectHook
it works,Thank you.
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You can write your own plugin with callback OnClientPreConnect forward and apply any filters. Test plugin just explain how does it works. Please post command output: "sm exts list" |
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I just don't see any use for this extension. Can't we already use l4dtoolz or Downtown to extend server slots? Am I missing something here?
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Not saying its not well done, but just thinking about its practical usage. |
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got crash https://crash.limetech.org/zfpc7odufous, sourcemod 1.7, ubuntu 16
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Send me please source of the plugin which cause the crash. |
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Here's the latest crash from a test server: D4QS-R7SW-YUCM
And the plugin that relies on this extension: [ANY / CSGO] BanId Fix (v0.5, 17/07/17) |
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Is this extension stable on linux?
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Hi @spumer!
Before I attempt to do this, please let me know whether you think this will work... My objective is to have my L4D2 CoOp/campaign dedicated server always show as four slots to game trackers and server browsers (except when the server is full and I connect as a spectator), and always keep match-making active (reserved lobby). No one every gets kicked and no one ever gets a server full message when they attempt to connect from lobby. I was thinking of using your extension in conjunction with l4dtoolz, and in OnClientPreConnect check if server is not full (less than four players) then do nothing, but if server is full then compare the name, ip, and id are a match for me and add one slot so I can connect as a spectator [ChangeClientTeam(client, 1)]. Also, if anyone disconnects and there are greater than four slots then set slots to four. I suspect I may have problems since I want to connect a fifth player (me) and not disable the lobby reservation. I do not intend to spawn a bot or takeover a bot, just spectate on team 1. What do you think? |
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