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dbd fixes
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CHANGELOG.md

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@@ -4,7 +4,7 @@
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## v17 (WIP)
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* Initial Release
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* Dead Before Dawn DC
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> Thanks to **Caution** for suggestions and providing useful info on issues
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> Thanks to **Caution** for providing suggestions and useful info on issues
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> **Server Owners:** Ensure vscripts folder is up-to-date
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1. [Anna Is Gone](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Dead-Before-Dawn-DC-1-Anna-Is-Gone)
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2. [The Mall](https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/wiki/Dead-Before-Dawn-DC-2-The-Mall)
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* Fixed non-solid props that couldn't be spawned behind or infected could attack through
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* Fixed many spots common couldn't path to
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* Map 1
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* Fixed an issue with the event not ending, so it now use its original gauntlet event settings, instead of ProMod's band-aid fix
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* Infected can now access more of the cliffs on the right side path for spawns, the rocks blocking these areas for survivors have been removed
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* Made the event behave as a gauntlet event instead of a finale, fixing issues with the event not ending and bugging out scoring
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* Removed the deadly helicopter blade
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* Infected can now access more of the cliffs on the right side path for spawns, the rocks blocking these areas for survivors have been removed
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* Map 2
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* The event now starts sooner, as survivors no longer have to wait for the voice line to finish
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* Blocked the back of a room by the event for survivors

CUSTOM CAMPAIGNS.md

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@@ -10,25 +10,6 @@ All download mirrors provided will for the supported version of the maps.
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<hr>
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## Detour Ahead
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### Download Mirrors
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* **Steam Workshop:** https://steamcommunity.com/sharedfiles/filedetails/?id=121275675
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* **GameMaps:** https://www.gamemaps.com/details/2445
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* **SirPlease:** http://sirpleaseny.site.nfoservers.com/map/DetourAhead.zip
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* **CEDAPUG:** https://cedapug.com/maps/detourahead.zip
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### Supported Version
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* **Version:** 8 (latest)
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* **Released:** 2013-01-18
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### Maps
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1. cdta_01detour
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2. cdta_02road
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3. cdta_03warehouse
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4. cdta_04onarail
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5. cdta_05finalroad
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### Notes
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* None
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## Dead Before Dawn DC
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### Download Mirrors
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* **Steam Workshop:** [Collection](https://steamcommunity.com/workshop/filedetails/?id=121786282) / [Part 1](https://steamcommunity.com/sharedfiles/filedetails/?id=123678867) / [Part 2](https://steamcommunity.com/sharedfiles/filedetails/?id=123685403) / [Part 3](https://steamcommunity.com/sharedfiles/filedetails/?id=123737442) / [Part 4](https://steamcommunity.com/sharedfiles/filedetails/?id=123744116) / [Part 5](https://steamcommunity.com/sharedfiles/filedetails/?id=123746596) / [Music Pack](https://steamcommunity.com/sharedfiles/filedetails/?id=123755624)
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* Steam Workshop collection is currently unavailable, use the individual part links or another mirror (recommended)
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## Detour Ahead
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### Download Mirrors
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* **Steam Workshop:** https://steamcommunity.com/sharedfiles/filedetails/?id=121275675
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* **GameMaps:** https://www.gamemaps.com/details/2445
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* **SirPlease:** http://sirpleaseny.site.nfoservers.com/map/DetourAhead.zip
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* **CEDAPUG:** https://cedapug.com/maps/detourahead.zip
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### Supported Version
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* **Version:** 8 (latest)
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* **Released:** 2013-01-18
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### Maps
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1. cdta_01detour
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2. cdta_02road
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3. cdta_03warehouse
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4. cdta_04onarail
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5. cdta_05finalroad
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### Notes
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* None
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## The Dark Parish (WIP)
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### Download Mirrors
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* **Steam Workshop:** No Mirror

cfg/stripper/maps/l4d_dbd2dc_anna_is_gone.cfg

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{
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"targetname" "tank_landing"
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}
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; --- Make the barricade event end when the barricade has stopped burning
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; --- Make the barricade event use a gauntlet event script instead of a finale script, and end the event when the barricade has burned down
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modify:
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{
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match:
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{
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"targetname" "gas_relay_kill"
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"targetname" "Start_The_Gas"
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}
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delete:
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{
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"OnPressed" "directorScriptedPanicEventmap2_crescendo3-1"
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}
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insert:
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{
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"OnTrigger" "director,EndScript,,0,1"
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"OnPressed" "director,BeginScript,c2m4_barns_onslaught2,3,-1"
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"OnPressed" "director,EndScript,,50,1"
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}
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}
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; --- Make the event always last the same amount of time
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"filtername" "infected_filter"
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}
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}
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; --- Removed battlefield properties from nav areas by the end saferoom that messes with common spawns
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add:
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{
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"classname" "logic_auto"
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"OnMapSpawn" "remove_battlefield_areas,ApplyNavAttributes,,10,-1"
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}
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{
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"classname" "script_nav_attribute_region"
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"origin" "3792 6207 -381"
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"extent" "2864 2367 445"
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"spawnflags" "256"
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"targetname" "remove_battlefield_areas"
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"remove_attributes" "1"
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}
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; ################ ITEM SPAWN CHANGES ###############
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; =====================================================

cfg/stripper/maps/l4d_dbd2dc_clean_up.cfg

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insert:
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{
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; --- New timings
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"OnPressed" "director,BeginScript,l4d_dbd2dc_clean_up_north_gate_rework,0,-1"
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"OnPressed" "director,BeginScript,c2m4_barns_onslaught2,1,-1"
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"OnPressed" "Customer_Door04,StartForward,,5,-1"
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"OnPressed" "Customer_Door03,StartForward,,5,-1"
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"OnPressed" "Customer_Door02,StartForward,,5,-1"

cfg/stripper/maps/l4d_dbd2dc_the_mall.cfg

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}
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}
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; --- Set 4 - event_05_door_exit
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{
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match:
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{
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"hammerid" "1213406"
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}
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delete:
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{
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"OnStartTouch" "event_05_door_exitOpen3.02-1"
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}
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}
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{
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match:
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{
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"hammerid" "1013677"
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}
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replace:
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{
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"spawnpos" "2"
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}
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}
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{
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match:
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{
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"hammerid" "1013682"
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}
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replace:
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{
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"spawnpos" "1"
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}
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}
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; --- Remove crate that can sometimes block the door
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filter:
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{

cfg/stripper/maps/l4d_dbd2dc_undead_center.cfg

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"initialstate" "1"
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"BlockType" "0"
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}
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; --- Remove glass doors on The Henricks store
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; --- Filing cabinet to indicate invisible clip in the offices
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{
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"classname" "prop_dynamic_override"
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"origin" "-2832 7893 -672"
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"angles" "0 105 0"
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"model" "models/props/cs_office/file_cabinet1_group.mdl"
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"solid" "6"
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"disableshadows" "1"
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}
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; --- Remove glass doors on The Hendricks store
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filter:
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{
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"targetname" "tank_door"

scripts/vscripts/l4d_dbd2dc_clean_up_north_gate_rework.nut

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