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View Code? Open in Web Editor NEWHalf-Life 2 series Co-Op Gamemode
License: MIT License
Half-Life 2 series Co-Op Gamemode
License: MIT License
We could skip right to the point where breen used the physcannon and we drop out of the pod because of that, all the talking is plain boring and we all know what will happen next.
After the first player enters the room it will enable the invisible wall.
This is randomly happening, needs investigation or perhaps a fail-safe.
This seems to be an issue with the source engine. The only fix I'm aware of is to enable HDR.
You can warn clients about this by checking if mat_hdr_level
is set to 0.
Someone wrote about this issue in detail here: https://steamcommunity.com/sharedfiles/filedetails/?id=428896861
Hold grenade, unpin and wait a few seconds, kill self and you generates a dozen ticking nades on death. Tested on a locally hosted server with 4 players and p2p.
Also happens on a dedicated server.
Only happens as last player.
No other addons.
Users have been requesting this. We have two ways to solve this.
It appears when the killed player was holding something it won't stop the looping sound.
It happens as soon as its converted from the normal gravity gun to the super gravity gun, before that happens, this code appears with the "lambda_log all" function
[SV(16.815 45.300):Trigger] Entity [46][trigger_multiple] Sending trigger update: false 0
[SV(16.815 45.300):Trigger] Entity [46][trigger_multiple] Sending trigger blocked: false
[SV(16.815 45.301):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.815 45.301):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.815 45.305):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.815 45.305):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[CL(16.815 45.306):Trigger] Trigger(46) new player count: 0
[CL(16.815 45.306):Trigger] Received trigger block update
[CL(16.815 45.306):Trigger] Trigger(46) now unblocked
[SV(16.830 45.316):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.830 45.316):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.830 45.316):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.830 45.316):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.845 45.331):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.845 45.331):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.845 45.331):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.845 45.331):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.860 45.345):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.860 45.345):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.860 45.345):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.860 45.345):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
[SV(16.875 45.360):Pickup] PlayerCanPickupWeapon Player [1][Mynameislol] Weapon [167][weapon_physcannon]
[SV(16.875 45.360):Player] Respawning object Weapon [167][weapon_physcannon] in 1 seconds
I could avoid this by enabling sv_cheats, and noclipping away from the gravity gun as soon as it's dropped, and then come back after the conversion is completed, i'm pretty sure the game thinks the player can pick up the gravity gun, and tries to respawn it, but even though it can't, it respawns it anyway, and thus, looping
We should add a trigger_hurt so when they came from d1_town_03 an jump down they will die instead. Player are currently able to trigger two changelevels in this map.
If you use explosives like nades, rpg or grenade laucher you can inflict dmg or kill other players. Tested on a locally hosted server with 4 friends with p2p and no other addons.
Also happens on a dedicated server.
Currently it only assigns the cvars which are server side only. This only works currently because most tests happen on listen server where the cvar is accessible. It requires some refactoring to send a message to the server setting the value. Same for those who issue concommands.
Currently the player can't get there if hes not currently alive. In case the player is dead we can just skip the camera change and go straight into the menu.
We can unify the death hud and the round restart message to show them at the same place.
Its already possible via convars, could be probably a part of the client settings tab. Currently open for discussion.
Checkpoint selection should consider if enemy are nearby and if they are aware of the players, the checkpoint should also avoid nearby npc makers so they are not visible from the location.
The menu is currently pretty bad and takes a lot of time to get where you want to be. Additionally the last choice should be stored across level transition. This needs some thought and suggestions for a better taunt menu. Left 4 Dead has something very simple but due to the amount we have this may be impractical, however we could maybe use groups that expand around the circle.
The original pushes headcrabs back the custom port currently does not.
Would probably make sense to know who died there at least with the hl2 gametype.
If this option is enabled clients will be not able to respawn after death, they have to wait for the next map. Perhaps we can use the existing timeout value and use -1 for never respawn.
All players should spawn in the teleporter when connecting newly.
Currently there is a lot of language.Add manually added per gametype. We could just parse the right files to automate this.
http://steamcommunity.com/sharedfiles/filedetails/?id=492765756 is supposed to break the HEV Suit.
Unknown reason, dedicated server. First time joining create this error and stops the player from doing anything except being in a weird state of spectating. Until map restart, changelevel or just round restart.
Dedicated server, no other addons.
Edit: Happens every time after restarting the dedicated server.
Edit2: Seems to also happen randomly but it did on d3_c17_04
Not able to go towards the correct map as the changelevel is blocked by a red wall.
You can actually go back to d1_town_02 but it will lead to the player being stuck by a red wall and a trigger_hurt.
Observed on a dedicated server, without any other addons or modifications to the gamemode.
Probably not going to happen normally.
We should remove all checkpoints that are not required because the dynamic checkpoint system turned this obsolete. It is only required to place checkpoints that may disconnect the path to the goal, such as closing doors, elevators, etc.
After the player has plugged it back in kleiner is supposed to open the switch and nag the player to turn it which doesn't happen in some cases. This failed so far only on linux srcds.
Currently hardcoded to be enabled.
When you have full total ammo with a weapon you are still able to loot the ammo from dropped weapon, this overflow of ammo get lost into nothingness and wasted for other potential player since if you go over the max ammo, it set back to the max ammo value.
A good fix would be either to block the pickup of weapon's ammo if already at max ammo or something similar.
Seems to happen when one bumps into stuff with a bigger latency.
Some people have suggested we go back to the original Half-Life 2 movement and I generally like that idea.
This should be done before we release the next update.
Should remove the damage or add a player gathering point.
The player will never see them and only hear the music and will be stuck in a dark black room.
Example : try taking the turrets from d2_prison_07 to d2_prison_08, the old turrets will not work, and the "new" turrets will have disappeared.
Needs a gathering a point.
There seems to be some edge case where this can happen, requires investigation.
Fix me
When players start with the gamemode they should have a clientside setting for hints. Hints should popup periodically in the chat text to inform the player about possible things to do, some examples would be:
"Press <Bound_Key> to change your player appearance"
"Hold <Bound_Key> to show up the taunts menu"
"To disable the hints Press <Bound_Key> and disable it under Option"
etc.
We need to setup some basic documentation. It should include a few basic things such as:
We can document everything on the wiki and refer to it from the workshop entry.
If there is a large amount of enemies and players it will clutter the screen with lots of kill notifications. We should make one that shows the accumulator which resets after 5 to 10 seconds kill inactivity.
It'd be nice to have a map voting system so players can vote to skip the current level or restart it. Also a map rotation system for the upcoming DM gametype.
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