STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
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IN-GAME
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15 October, 2012
Kerry 21 May, 2013 @ 2:41pm
5/21 Update
GENERAL
- Fixed possible insta-kill when shoving a jockey who is mid-leap
- Fixed Cold Stream image in Campaign select menu
- Remove ammo piles in Gib Fest Mutation

EMS
- ent.GetEntityIndex()
- ent.EyePosition()
- ent.GiveItem( itemname ) - Give an item/weapon by name. ("health", "katana", "rifle_ak47", etc.)
- ent.GetButtonMask() - returns a bitfield of currently pressed buttons. Recognized buttons are:
IN_ATTACK, IN_ATTACK2, IN_JUMP, IN_DUCK, IN_FORWARD, IN_BACK, IN_USE, IN_MOVELEFT, IN_MOVERIGHT, IN_RELOAD
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Showing 1-15 of 21 comments
Rayman1103 21 May, 2013 @ 2:48pm 
Thanks for the update Kerry! I'll start testing ;)
bruhlord 21 May, 2013 @ 3:03pm 
Awesome, thanks Kerry!
Neil - 119 22 May, 2013 @ 1:52pm 
Awesome! Thank you very much...

EDIT: Any news on netprops and ChangeLevel()? Is it fair for me to expect them?
Last edited by Neil - 119; 22 May, 2013 @ 1:53pm
Kerry 23 May, 2013 @ 10:46am 
I wouldn't plan on netprops - it'll take a significant amount of engineering to make that work well from script. As for ChangeLevel, it's non-trivial due to all the different meanings that a level transition can have in L4D2 (continuing, new game, restarting rounds, team swaps, etc.) but we'll try to work out a general enough solution that would actually be useful.
SeriouS_Samurai 23 May, 2013 @ 3:58pm 
What about being able to spawn more than 4 "normal bots" (not invincible bots) in a map?

https://steamhost.cn/steamcommunity_com/groups/L4D2WSVB/discussions/0/810923021697866291/
Last edited by SeriouS_Samurai; 23 May, 2013 @ 4:02pm
shotgunefx 23 May, 2013 @ 6:40pm 
Would being able to iterate/read keyvalues from entities as well as read them be a more realistic possibility?

Also, is there any way to get the custom HUD to resize elements like the stock elements do? People playing on low resolution have all the fonts clipped off
Neil - 119 24 May, 2013 @ 8:46am 
Okay, thanks Kerry. ChangeLevel() would let us do some awesome things. Zelda-style maps for example. Players can gather around a store's door, one guy "uses" the door, and the map changes to the campaign's store map. All we need to do is pass the return location and map name via SaveTable(). This even lets us to re-use maps from other maps-- kind of like "modular" mapping. What's fantastic is that if I wanted to create an _enormous_ map (like in Skyrim), I can break up the map into visible chunks and transition players between different maps-- essentially creating one giant world. My friend also wants to use ChangeLevel() for his Half Life 2 -style map where maps transition without saferooms.


More function ideas...

- z_spawn auto (instead of specifying position, let the director pick out the pos)
- Fake client command (non-networked / server executed)
- Emit sound
- Drop spit at location
- Drop molotov at location
- Vomit on player
- Bile player
- Respawn player (i.e. CTerrorPlayer::RoundRespawn)
- Defib player
- Revive incapped player
- Set black/white count
- Set glow color
- Set player movement speed (currently we can "slow" players down by setting the friction kv, but can't speed them up)
- Get entity owner (netprop m_hOwnerEntity)

... and I have a lot more if you want lol.
Last edited by Neil - 119; 24 May, 2013 @ 8:53am
Neil - 119 24 May, 2013 @ 11:02am 
My friend says he would appreciate:

- Spawn bots
- Kick bots
- Change player model
Kerry 24 May, 2013 @ 11:31am 
Guess I know what I'll be doing over the holiday weekend...
Neil - 119 24 May, 2013 @ 1:43pm 
Originally posted by Kerry:
Guess I know what I'll be doing over the holiday weekend...

I will love you forever... no homo lol.

I have a unit test folder with a distribution of simple time-profiled cases. If anything seems to take more time than it should, I'll be sure to post a bug report, although it may take awhile for me to get back to you on the updates (I'm a freshman in college-- I'm 19-- and taking summer school b/c of my accelerated medical track).
Rayman1103 24 May, 2013 @ 1:54pm 
Originally posted by Kerry:
Guess I know what I'll be doing over the holiday weekend...
We appreciate your hard work Kerry. Looking forward to more functions!

Have a great holiday.
Last edited by Rayman1103; 24 May, 2013 @ 1:54pm
Neil - 119 27 May, 2013 @ 12:39pm 
Looks like Squirrel is using 8-bit ASCII characters. Would it be possible re-compile with SQUNICODE[www.squirrel-lang.org] defined so we can use international characters like ñ in the HUD?
shotgunefx 27 May, 2013 @ 2:06pm 
Two more suggestions.
A function to tell if a entity is ignited.
A bigger one but which has a ton of possibilities for new modes/campaign. A generic npc, basically something like npc_citizen.
Last edited by shotgunefx; 27 May, 2013 @ 2:06pm
Neil - 119 27 May, 2013 @ 4:04pm 
You could see if the damagetype == 2056, although I'm not sure if that is a characteristic of molotovs too (fire damagetype == 8, ignite/burn is 2056). There's also zombie_ignited, but that only fires for zombies I assume.

But yeah, a way to get the entity's flags would be wonderful. That'll also enable us to detect FL_INWATER, FL_ONGROUND, and FL_DUCKING too.
Rayman1103 27 May, 2013 @ 4:23pm 
Originally posted by shotgunefx:
A bigger one but which has a ton of possibilities for new modes/campaign. A generic npc, basically something like npc_citizen.
Interesting suggestion shotgunefx. This would be useful to support non-survivor NPC's as well.

I was always wondering about something like an info_l4d2_survivor_spawn entity, that would only work in L4D1 survivor maps if the mission file had "survivor_set" set to "1". It would function the same as the info_l4d1_survivor_spawn, but it would instead spawn the L4D2 survivor bots helping the L4D1 survivors. Like a reverse of The Passing Port.
Last edited by Rayman1103; 27 May, 2013 @ 4:24pm
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