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L4D VS Spectator Team


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WiseOwl
Junior Member
Join Date: Jan 2009
Old 01-07-2009 , 14:23   Re: L4D VS Spectator Exploit Fix
Reply With Quote #21

Quote:
Originally Posted by bman87 View Post
You can use the FakeClientCommand() function to "kill" the tanks.
Or also use the ForcePlayerSuicide() function like the changelog also states.
So how do I identify the client index to force their suicide?
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bman87
Senior Member
Join Date: Dec 2008
Location: Michigan
Old 01-07-2009 , 14:33   Re: L4D VS Spectator Exploit Fix
Reply With Quote #22

Quote:
Originally Posted by WiseOwl View Post
So how do I identify the client index to force their suicide?
http://forums.alliedmods.net/forumdisplay.php?f=107

Ask there, or just look at the code for this plugin..
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KawMAN
SourceMod Donor
Join Date: Sep 2007
Location: Cracov
Old 01-07-2009 , 16:37   Re: L4D VS Spectator Exploit Fix
Reply With Quote #23

Quote:
Originally Posted by 3_stooges_geo View Post
it still needs to have logging and to auto kick or ban after a certain amount of attempts.
for that you can still use CrimsonGT plugin: http://forums.alliedmods.net/showthread.php?p=736117

Quote:
Originally Posted by bman87 View Post
KawMAN your plugin reports 1.0 still when I use the "sm_specfix_v" command. Was this just missed when you updated the plugin or am I missing the download for v1.1?
I forget to change version in plugin info - fixed

Quote:
Originally Posted by WiseOwl View Post
In the change history he has specified that his mod no longer kills tanks. I was wondering if he still had the code that killed the tanks in the first place so i can use/edit it
Quote:
Originally Posted by WiseOwl View Post
So how do I identify the client index to force their suicide?
I think this can be done by some cvar but you can try this
Code:
#include <sourcemod>
#include <sdktools>
public OnPluginStart()
{
    HookEvent("tank_spawn", Event_TankSpawned)
}
 
public Event_TankSpawned(Handle:event, const String:name[], bool:dontBroadcast)
{
    new userid = GetEventInt(event, "userid")
    ForcePlayerSuicide(GetClientOfUserId(userid));
}
Untested but should work
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KawMAN
SourceMod Donor
Join Date: Sep 2007
Location: Cracov
Old 01-08-2009 , 07:22   Re: L4D VS Spectator Exploit Fix
Reply With Quote #24

Updated to 1.2

8.01.09 - V1.2
-Added function forcing move player to spectator after connect to server (when other players is outside Safe Room). This should prevent situation when player control character but he is still loading game (cant move, and cant defend)

added cvar l4d_join_to_spec_after_conn
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bman87
Senior Member
Join Date: Dec 2008
Location: Michigan
Old 01-08-2009 , 08:29   Re: L4D VS Spectator Exploit Fix
Reply With Quote #25

Quote:
Originally Posted by KawMAN View Post
Updated to 1.2

8.01.09 - V1.2
-Added function forcing move player to spectator after connect to server (when other players is outside Safe Room). This should prevent situation when player control character but he is still loading game (cant move, and cant defend)

added cvar l4d_join_to_spec_after_conn
Nice feature! Now.. where is it? I don't see it on the front page or here.
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KawMAN
SourceMod Donor
Join Date: Sep 2007
Location: Cracov
Old 01-08-2009 , 08:32   Re: L4D VS Spectator Exploit Fix
Reply With Quote #26

ops , uploaded
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santaclaus
Senior Member
Join Date: Dec 2008
Old 01-08-2009 , 12:12   Re: L4D VS Spectator Exploit Fix
Reply With Quote #27

You're doing some great work.
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Ydiss
Member
Join Date: Jan 2009
Old 01-08-2009 , 14:52   Re: L4D VS Spectator Exploit Fix
Reply With Quote #28

Quote:
Originally Posted by KawMAN View Post
Updated to 1.2

8.01.09 - V1.2
-Added function forcing move player to spectator after connect to server (when other players is outside Safe Room). This should prevent situation when player control character but he is still loading game (cant move, and cant defend)

added cvar l4d_join_to_spec_after_conn
Aaaaah! You guys are bloody amazing

Great feature but does it have the team selection up ready? Otherwise some people might get confused and quit the game before they even play (believe it or not, quite a few new players just don't know M is choose team).

Ideally, players would connect and see the two team boxes to choose their team, without needing to press M first.

Last edited by Ydiss; 01-08-2009 at 14:56.
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bman87
Senior Member
Join Date: Dec 2008
Location: Michigan
Old 01-08-2009 , 15:17   Re: L4D VS Spectator Exploit Fix
Reply With Quote #29

Quote:
Originally Posted by Ydiss View Post
Aaaaah! You guys are bloody amazing

Great feature but does it have the team selection up ready? Otherwise some people might get confused and quit the game before they even play (believe it or not, quite a few new players just don't know M is choose team).

Ideally, players would connect and see the two team boxes to choose their team, without needing to press M first.

In the movetospec method, if you add
Code:
ClientCommand(client, "chooseteam");
I think that would do what you are asking. I have not tested it.
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-08-2009 , 15:33   Re: L4D VS Spectator Exploit Fix
Reply With Quote #30

Quote:
Originally Posted by KawMAN View Post
Updated to 1.2

8.01.09 - V1.2
-Added function forcing move player to spectator after connect to server (when other players is outside Safe Room). This should prevent situation when player control character but he is still loading game (cant move, and cant defend)

added cvar l4d_join_to_spec_after_conn
That only applies if connecting for the first time? How do you distinguish from map change?
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