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Left 4 Dead 2 Workshop Beta L4D2WSB
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Left 4 Dead 2 Workshop Beta L4D2WSB
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Kerry 29 May, 2013 @ 12:31pm
5/29 Update
- Improved scripted template entity spawning performance
- Don't allow Mac and Linux clients to load plug-ins without -insecure

EMS
- ent.GetOwnerEntity() - return an entity's owner
- player.SetReviveCount( count ) - set the number of times a survivor has been revived, and update third-strike state and effects
- player.ReviveFromIncap() - revive an incapped player
- player.ReviveByDefib() - revive a dead player by defib
- player.HitWithVomit() - target a player with a vomit attack
- player.Stagger( position ) - stagger a player away from a position. Use Vector(0,0,0) to just stagger forward.
- player.IsDead()
- Player.GiveUpgrade( upgrade ) - give a primary weapon upgrade
- Player.RemoveUpgrade( upgrade ) - remove a primary weapon upgrade
Upgrades: UPGRADE_INCENDIARY_AMMO, UPGRADE_EXPLOSIVE_AMMO, UPGRADE_LASER_SIGHT
- DropSpit( location ) - drop a spit pool from the specified vector location
- DropFire( location ) - drop a fire pool from the specified vector location
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Showing 1-15 of 29 comments
Rectus 29 May, 2013 @ 12:42pm 
Looks like I can improve some of the mechanics in Speedrun!! with these. Thanks Kerry!
Rayman1103 29 May, 2013 @ 12:43pm 
Awesome update. Thanks Kerry!
bruhlord 29 May, 2013 @ 1:07pm 
Thanks for the update!
shotgunefx 29 May, 2013 @ 1:07pm 
Thanks Kerry! One thought, I've noticed is that IsDead() becomes true after the ragdolling, so if you're scoring on damage, you'll still need to debounce Tanks as they get that z_tank_incapacitated_health bump when they start dieing.

Quick question on that, would there be any reason to not just set that in the mode file to 1? I imagine it exists for a reason
Neil - 119 29 May, 2013 @ 6:16pm 
Yay! Thanks Kerry!

Now VSLib can grow further :D I restarted the documentation for it... I think I will release it after ChangeLevel is finished. I'm working on the feature list right now... a 1/4 done with the HUD feature list
http://zombiescanfly.com/vslib/VSLib.html
Last edited by Neil - 119; 29 May, 2013 @ 6:26pm
Kerry 30 May, 2013 @ 10:51am 
Originally posted by shotgunefx:
Thanks Kerry! One thought, I've noticed is that IsDead() becomes true after the ragdolling, so if you're scoring on damage, you'll still need to debounce Tanks as they get that z_tank_incapacitated_health bump when they start dieing.

Quick question on that, would there be any reason to not just set that in the mode file to 1? I imagine it exists for a reason

The tank incapacitated health is a kind of kludge from the early days of L4D that never went away because... you know... it got the job done. :) It allows the tank to stay "alive" just long enough to play his dramatic death animation, and then he dies for real and ragdolls when it hits zero. So you can set it to 1 and it'll work, but you'll lose the death animation and there may be a couple of minor side effects with other systems (like screenshake) that expect the 'fake death to real death' behavior.

Since anyone using IsDead() may be depending on internal game state that results from the real death, would something like IsDying() be useful to indicate that the character has been killed as far as the players are concerned, but is just being a little dramatic about it for several seconds before actually being dead for real?
Neil - 119 30 May, 2013 @ 2:40pm 
Question. What is the srcScript argument for Say()?
shotgunefx 30 May, 2013 @ 2:43pm 
Thanks for the explanation Kerry.

If it wouldn't be hard. I think it would be helpful as you wouldn't have to do the bookkeeping to debounce it, not that it's that difficult.
shotgunefx 30 May, 2013 @ 3:20pm 
One other thing I noticed. When you use DropSpit(), it plays SpitterZombie.Acid, but it doesn't play the damage sounds, nor the pain vocalizations
Last edited by shotgunefx; 30 May, 2013 @ 3:20pm
Rectus 30 May, 2013 @ 3:29pm 
Originally posted by LuKeM - 119:
Question. What is the srcScript argument for Say()?
It's the Hscript for the player who will show up as having said the line. Dunno what happens if you pass null or an invalid player.
Neil - 119 30 May, 2013 @ 8:40pm 
Originally posted by Rectus:
It's the Hscript for the player who will show up as having said the line. Dunno what happens if you pass null or an invalid player.
I see, thanks. Do you know if the the messages are SayText or SayText2? I tried passing in colors (e.g. 0x05) to no avail.
Rectus 31 May, 2013 @ 12:22am 
No idea. I don't know much of the stuff behind the scenes.
Rayman1103 31 May, 2013 @ 5:44am 
Originally posted by Kerry:
Since anyone using IsDead() may be depending on internal game state that results from the real death, would something like IsDying() be useful to indicate that the character has been killed as far as the players are concerned, but is just being a little dramatic about it for several seconds before actually being dead for real?
Yes IsDying() would be useful. I set IsDead() to a survivor but it currently doesn't fire until about 5 seconds after death. IsDying() would be useful if it fires almost instantly upon death.
Neil - 119 31 May, 2013 @ 9:03am 
Apparently the date() function (part of the Squirrel Standard Lib) doesn't exist. The function would have been useful for a file-logging class. How hard would it be to get that standard function back on?
shotgunefx 31 May, 2013 @ 10:58am 
You know, one thing that I think would open up a LOT of possibility with little work (I think anyway) is the ability to set convars regardless of cheats flags. Obviously there is concern about abuse, but it seems like most of that could be mitigated with a whitelist or blacklist internal to the server.dll

Also, speaking of convars, doesn't seem like z_forcezombiemodel works, at least not in the Beta. Would be cool if you could use it with modescripts
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