Eventscripts v2.1.1.370 - has been added to our one-click addons.
Source: http://forums.eventscripts.com/viewtopic.php?f=128&t=40765
New Features
- Added l4d2 build for Linux and Windows
 - New EventScripts Classic engine (ESC alpha) is now the default engine for L4D and L4D2
 - Adding version resource for Windows DLLs -- you can now check the DLL for its version instead of needing to load it
 - Added support for auto-setting the IP variable to workaround the Valve "wait" problem, set eventscripts_setipcmdline to 0 in eventscripts_autoexec.cfg
 - Added #darkgreen support for es_tell and es_msg
 - weaponlib support for many, many Source games (Thanks to Satoon, XE_ManUp, and SuperDave.)
 - Added es.getCurrentEventVarString(), es.getCurrentEventVarInt(), es.getCurrentEventVarFloat() for advanced scripts
 
Fixes
- All games should now have the right VDF files
 - Various crash fixes
 - Added support for ES scripts to set server variables like the console would (e.g. "es" now sets them properly)
 - On L4D+, changing es.regcmd() to support unregistering old concommands before registering them if they were registered outside ES
 - Removing unnecessary extra carriage return that seems to cause periodic issues with "es" and other commands.
 - Lookup*ByUserid() methods were wasting time (and sometimes crashing) when looking for negative userids. Now they only seek if userid >= 1.
 - Fixed bug with setting float to 0, so it sets it to 0.0
 - Fixing problem with es.setInt() for a variable that doesn't exist. We weren't passing the create flag. (Fix for ESC issue reported by Chun.)
 - Fixes (in build 366): 
- Fixed problems caused by Apr 14 release of Source engine in OrangeBox
 - Removed a client-side crash exploit
 - Includes 2010 cfglib fix to properly call es.mexec
 
 - Fixes (in build 370): 
- Fixed problems caused by Jun 23 release of Source engine in OrangeBox
 
 
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