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zawmbie 26 Mar, 2013 @ 2:30am
Survivors vs Survivors possible?
Hello everyone.
I'm new to L4D2 scripting and I was wondering if it's possible to create a mutation through EMS that allows for survivors fighting other survivors?
I have this idea for a mutation where it's the L4D1 survivors vs the L4D2 survivors fighting over loot, while at the same time having to worry about the infected. I asked Chet about it over mail and he didn't think it'd be possible with L4D1 vs L4D2 survivors, but that it might be doable with splitting up one survivor team so it's 2vs2. Of course it would be somewhat buggy with them technically belonging to the same team and all.

Anyone with more knowledge that know if it could be possible somehow?

Here's my mock up I made as well if anyone is interested:
Looters Mutation
  • Map prefix - loot_
  • 4vs4 humans.
  • L4D1 vs L4D2 survivors.
  • Common infected only.
  • Headshot only infected with Advanced difficulty damage.
  • Friendly Fire is at Expert difficulty damage.
  • Map design similar to CS fy_ maps but much larger in scale.
GOALS:
  • Gather as much loot as possible and store it in your team specific safehouse.
  • The team with the most loot after timelimit wins.
  • The two teams can fire at each other causing more tension and competition.
  • If killed while carrying loot, the loot will be dropped and be lootable by other players.
  • Once loot is stored in the safehouse it cannot be taken by the other team.
  • Only the team can enter their own safehouse. Common infected can enter if the door is opened as well, opposing team will be blocked.
  • Can revive with defib. If whole team is killed, they will respawn at their safehouse.
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Showing 1-7 of 7 comments
Fish 26 Mar, 2013 @ 3:30am 
No 4v4. You could do a 2v2.
Rectus 26 Mar, 2013 @ 3:34am 
There are server side mods that allow 8 or more survivors, but it doesn't seem possible to currently influence this with EMS. You probably could write the mutation to handle any number of survivors, and leave it to server admins to choose if they want to add additional survivors through mods.

You would need to track which survivors are on what team. A spawn room or similar where players can pick a team could work in getting the data to the vscript.

Bots wouldn't work very well, so you'd need to find a way to disable them. You'd also need to find some way of showing which teams the players are on, maybe by changing the colors of the names/auras, if that is possible.

The loot system could be set up similar to the holdout resource system, there is even a nice orange backpack prop.

If you can't get teams working you could set it up like versus, with survivors playing against an infected team.
Neil - 119 26 Mar, 2013 @ 5:33am 
It's possible. I've made Capture the Flag and Team Deathmatch before:

http://www.youtube.com/watch?v=6pm7HWv2k7c

http://www.youtube.com/watch?v=1fBPZxKkTCw

Just keep in mind that:
1) Without netprops, you cannot set custom glow colors, although there may be a workaround.
2) Without detouring several c++ functions, you cannot increase the player count (hence it's 1v1 or 2v2).

The rest should be possible in EMS.
Neil - 119 26 Mar, 2013 @ 6:36am 
Originally posted by Rectus:
Bots wouldn't work very well, so you'd need to find a way to disable them.
There's a director option like cm_NoSurvivorBots.
Rectus 26 Mar, 2013 @ 6:56am 
I'm not sure about it, but it might not spawn new survivors if people join in the middle of a round, or handle them right if they disconnect.

I don't think there is any way to respawn dead survivors either, except through rescue closets.
Neil - 119 26 Mar, 2013 @ 10:41am 
Originally posted by Rectus:
I don't think there is any way to respawn dead survivors either, except through rescue closets.
Yep, gonna add to my list of needed functions, ha.
zawmbie 28 Mar, 2013 @ 5:53am 
Thanks for all the input guys.

As it seems not doable in the fashion I wanted to, I decided to make something similar but you fight Human NPCs instead. It's going pretty smoothly and I've got the basic NPC bandit "AI" ready. I've run into one problem though that prevents me from having them move around. That is the fact that I can't get run/walk animations to work on prop_dynamics because they're tied to the pose parameters move_y and move_x. Is there any way to change them for prop_dynamics or will I have to decompile the survivor animations and remake them?
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