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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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15 October, 2012
Chet 16 Feb, 2013 @ 2:57pm
What are people making?
As you begin to experiment with the tools, what are people attempting to make? What style of game? coop, versus,single player? What are you changing up?
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Showing 1-15 of 19 comments
shotgunefx 16 Feb, 2013 @ 3:29pm 
I decided on a coop mutation I tried with the original system but really couldn't pull it off. It's called Tank Slayer. All temp health, tanks out run you, killing tanks awards more temp health, tanks get successively stronger, spawn faster, health decays quicker and quicker, pills are awarded at various levels.Penalties for being a coward and kiting. Score is kept. Some other bells and whistles I'm working on. I figured it was a good excercise to utilize the new functions and event handling
Last edited by shotgunefx; 16 Feb, 2013 @ 3:29pm
bruhlord 16 Feb, 2013 @ 4:41pm 
I'm currently working on a versus mutation (though the versus part doesn't seem to work yet). It's set in c5m2_park, where you spawn in the trailer before setting off the alarm. Survivors get a 10-second head start to run. They have to run through the course while being chased by a horde of common infected, while the human-controlled special infected set up ambushes in a deathrun-like manner. Survivors have to get to the helicopter at the end as fast as they can. Special infected spawn every 5 seconds, so they can set up traps faster.
76561198007334207 16 Feb, 2013 @ 4:59pm 
I'm learning along as I build, so I'm starting with something simple that makes me scan through the mod events. It's currently a collection of all positive and negative survivor actions from beginning to end. I wonder if I'm just copying part of what the director already does.
Fish 16 Feb, 2013 @ 7:50pm 
Released the first version of Vampirism. Still needs some work, but it shows the general concept of the mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=127223178

Wouldn't have been possible without the OnGameEvent_{EVENT} function. :)
Last edited by Fish; 20 Feb, 2013 @ 1:16pm
Rectus 17 Feb, 2013 @ 2:23am 
I'm dusting off an unfinished pvp speedrunning mutation. The goal is to be the first into the saferoom, the infected only being there to slow you down. The AllowTakeDamage and game event functions have been really helpful here.

There still are some challanges I haven't figured out yet:
Automatically revive survivors when they are incapped.
Kill off the non-winning survivors.
Finding the leading survivor, and put his name on the HUD, together with distance left to the saferoom.
Make the bots behave competitively.
bruhlord 17 Feb, 2013 @ 9:20am 
@Rectus: If you want to autorevive from specials, you can use

cm_AutoReviveFromSpecialIncap = 1.

I'm not sure about reviving them from commons, though.
Rectus 17 Feb, 2013 @ 9:48am 
Using it already. I'm also disabling incapping damage from commons with AllowTakeDamage(). Ideally, I'd want something that can unincapp the survivor after some time, to only give them a small penalty.
Fish 17 Feb, 2013 @ 9:52am 
It's been a request. So far we have player.IsIncapacitated(), returning a boolean. Hopefully we can get "SetIncapacitated()" too.
bruhlord 17 Feb, 2013 @ 10:03am 
About the penalty, I think the fact that they've already lost a lot of time being incapped to the point that they're probably in the last place is good enough.
Rectus 17 Feb, 2013 @ 11:48am 
Good point. It also depends on the amount of damage the the SI deal, and max health. This kind of thing needs a lot of tweaking, and having more options can be useful.
Winded 17 Feb, 2013 @ 2:50pm 
I'm making Charge Dodgers, a mutation where you, surpisingly, dodge chargers, on a small area. I'm kinda ditching the entire director out of it, and implementing my own round and wave techniques and make it timer-based with the Update function.
Unfortunately, I havent been able to get entity groups spawning, and sanitizing with model name doesnt seem to be working either. Also, teleporting survivors while in the opening cutscene is pretty much unusable, so is there any game event that would occur when the cutscene ends?
shotgunefx 17 Feb, 2013 @ 3:59pm 
As far as sanitizing, do you have your entity table in the sanitize_<mapname>.nut file? My mutation isn't map specific and it doesn't check non-mapmodes for the sanitize table, so what I did was just define my SanitizeTable in my mutation script and call it myself during OnGameplayStart()
Winded 18 Feb, 2013 @ 1:45am 
I do have it in the map script. I guess I'll try manually calling the SanitizeMap function and see if that works.
shotgunefx 19 Feb, 2013 @ 9:49pm 
Ditto an early version of Tank Slayer. Still needs quote a bit of work but would appreciate feedback.
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