

I came up with a fix for this bug and put it in this gist It removes tracking the round half with a bSecondRound variable and just calls the InSecondHalfOfRound stock from l4d2util instead. The plugin isn't enabled in any of the current configs, but it is still in the apex and zonemod plugin folders. The bug is due to the plugin reseting the second half flag OnMapStart which happens after the round_start event handler Maps that have a max_distance defined in mapinfo are not affected by this bug.įor example, if survivors die to a 2nd round tank on Dead Air map 4, then Dead Air map 5 finale will have its max points set to 500 (map 4's max points) instead of 800. L4d_tank_rush.smx has a bug where if survivors die to a 2nd round tank, then the max points for the next map will be set to the max points of the previous map. Same in eq 2v2 and eq 3v3 Loading order mistake Sm plugins load optional/eq/l4d2_sound_manipulation.smx Sm plugins load optional/eq/l4d2_nobackjump.smx Sm plugins load optional/eq/l4d2_meleecontrol.smx Sm plugins load optional/eq/l4d_mapbased_cvars.smx Sm plugins load optional/eq/l4d2_director_commonlimit_block.smx Sm plugins load optional/eq/l4d2_character_fix.smx Sm plugins load optional/eq/l4d_notank.smx Sm plugins load optional/eq/1v1_skeetstats.smx Sm plugins load optional/l4d2_sound_manipulation.smx Sm plugins load optional/l4d2_nobackjump.smx Sm plugins load optional/l4d2_meleecontrol.smx Sm plugins load optional/l4d_mapbased_cvars.smx Sm plugins load optional/l4d2_director_commonlimit_block.smx Sm plugins load optional/l4d2_character_fix.smx

Sm plugins load optional/1v1_skeetstats.smx max_distance is defined twice in mapinfo.txt of certain nextmod configs. (If no fliter,about 3-7 times restart maybe spawn the pipebomb)Īnd I saw the Nextmod put this fliter in global_fliter,if worry about other map have any same should put in global_fliter that I think.

So I suggest add 1 fliter in c7m3_port stripper:īut I'm not sure that stable or not ,just restart many times and slay survivor to Round 2 to test it.Then don't have saw the pipe spawn again. ] ent_fire !picker addoutput "targetname 3" ] ent_fire !picker addoutput "targetname 2" ] ent_fire !picker addoutput "targetname 1" I have dump that 3 pipebomb ,use ent_dump command: I've done my best to include everyone on the list, simply create an issue and name the plugin/extension you've made/contributed to and I'll make sure to credit you properly. NOTE: If your work is being used and I forgot to credit you, my sincere apologies. Too many to list, keep up the great work in reporting issues!.NOTE: Plugin load locking and unlocking is no longer handled by the Configs themselves, so if you're using this project do NOT define plugin load locks/unlocks within the configs you're adding manually.You surely have some plugins that you'd like to be loaded in every matchmode, you can define them here. " Shared Plugins" is for you, the Server host." General Fixes" simply ensures that all the Fixes discussed in here are loaded by every Matchmode.Every Confogl matchmode will now execute 2 additional files, namely " sharedplugins.cfg" and " generalfixes.cfg" which are located in your left4dead2/cfg folder.On config unload, the value will be to the value used in the Server.cfg.We've added " mv_maxplayers" that replaces sv_maxplayers in the Server.cfg, this is used to prevent it from being overwritten every map change.It will contain both much needed fixes that are simply unable to be implemented on the older sourcemod versions as well as incompatible and outdated files being updated to working versions. This is mainly a project that focuses on reworking the very outdated platform for competitive L4D2 for Linux Servers.
