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shotgunefx 23 Feb, 2013 @ 9:21pm
Mutation: Tank Slayer
I figured I'd start a thread for it to solicit feedback as I've got it closer to where I want it.

Tank Slayer
  • All Tanks
  • Each Tank has more health, spanws quicker and hits harder than last
  • All health is temporary
  • Health decays faster and faster
  • Health is awarded by killing tanks with bonuses by damage
  • Penalty decay for not engaging Tank
  • Pills awarded every 5 levels
  • Difficulty adjusted based on flow distance in KNOWN maps.
  • You cannot outrun a Tank

Odds & Ends
Pills revive a black and white, but the heartbeats don't stop and add up on each 3rd incap.
Black & White Survivors during map transition stay that way on next map

Future plans
- Polish stuff, new HUD, better sounds
- Custom response rules
- Some other bells and whistles.
- Stats collection
Feedback welcome.

CHANGELOG
  • 2012.5.6 - As you can't un-black&white a player, now players don't die after 3 incaps
  • 2012.5.6 - survivors incapped on tank death, get their health on being revived. Revived now gives 30 health on it's own
  • 2012.3,01 - Revived survivors now get 40 health to make up for not receiving their bonus if incapped when tank dies.
  • 2013.3.01 - Added option to play music leaving start (chat music_on,music_off), some custom coward sounds :) - don't like em?, chat serious_on,serious_off)
  • 2013.2.26 - Fixed scoring being TOO persistent. Save/RestoreTable names are not session specific.
  • 2013.2.26 - Increased the decay rates, but added bonus based on tank damage to stop people from exploting.
  • 2013.2.26 - Scores no longer trying to mate to THE player, just whatever GetPlayerName returns now.
  • 2013.2.25 - Fixed (I hope), survivors incapped during transition not getting health
  • 2013.2.25 - (Known) Scavange Finale's now spawn gascan only on tank death, removed train door from Sacrifice
  • 2013.2.25 - Tank's dmg now increases too with each spawn
  • 2013.2.25 - added ZombieDiscardRange,ZombieTankHealth, new convars fixes problem with Crash Course. and no z_tank_health to get unset if cheats on in mutation
  • 2013.2.24 - Fixed bug with flows bigger than 45K
  • 2013.2.24 - Fixed persistent scoring
  • 2013.2.24 - Fixed weapon spawn bug where guns were unusuable or had one clip
  • 2013.2.23 - Difficulty based on map flow for known maps, suicide tanks no longer count towards score
  • 2013.2.22 - Fixed saferoom health. Big update soon
  • 2013.2.21 - More fixes, fire now doesn't reset coward timer after initial hit
  • 2013.2.21 - Fixed bug with health not decaying after map transition (thanks to The Fish)
  • 2013.2.20 - Cleaned up and enhanced the HUD (still lots to do)
  • 2013.02.14 - Giving pills is now out again as temp health can be manipulated reliably. Pills now bonus
Last edited by shotgunefx; 7 May, 2013 @ 4:04pm
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Showing 1-14 of 14 comments
Fish 23 Feb, 2013 @ 10:51pm 
As far as I'm aware, Save and Restore table is a WIP :/

Good job with the mutation though :D
shotgunefx 24 Feb, 2013 @ 3:04am 
That would explain it. Have you tried the new version? I'd say Normal is closing to our run though in Advanced. Though some maps, ike c5m1_waterfront are just so short, ot much you can do
shotgunefx 24 Feb, 2013 @ 6:21pm 
Figured out the SaveTable issue, should have realized it before. I was using entity references as keys and it doesn't serialize them correctly.
shotgunefx 25 Feb, 2013 @ 3:05pm 
Some updates. Known Scavange finales now only spawn one can per tank. CrashCourse map 1 no longer bugged. Each Tank does more damage than the last. And a bunch of bug fixes
shotgunefx 26 Feb, 2013 @ 9:09am 
A bunch of changes. To prevent one player running ahead while others engaged, I've upped the decay right, reduced the health bonus per tank, and now add a modifier based on the damage the player did. So more damage to tank, more health, running away? You'll be at +1 soon enough.

A few things I'm having a bit of trouble with. When I fixed my scoring, I FIXED it, now SaveTable/RestoreTable are working across sessions. I think I've got that worked around by using player_first_spawn, but really, SaveTable and RestoreTable should be adding some session magic behind the scenes so we don't have that problem and EMS don't stomp on each other's data.

Also player data (scores), I switched to using playernames as it's the only reliable way, but what if you have two players with the same name? Really should be a unique ID for each player to key off of.

Last edited by shotgunefx; 26 Feb, 2013 @ 9:10am
Rectus 26 Feb, 2013 @ 1:46pm 
If two human players have the same name, one of them will get a (1) appended to it. I think it happens with bots too, but I can't really remember. Not sure either if it's consisent between map changes.
Thegreen16 26 Feb, 2013 @ 8:02pm 
Great work as usual shotgunefx
shotgunefx 26 Feb, 2013 @ 9:15pm 
Good point Rectus. I wonder if that's consitent (ordering) across map loads. It would still be nice to have some session specific key to use in saving files or tables. not enough people to test, but my feeling is two games on the same server are gong to go boom. Ellis in two seperate matches stomping all over each other etc. I've looked through the doc, dlls, tables, but haven't found anything yet. I don't see anything that could server that purpose either in gameevents.res or serverevents.res either.

Thanks Thegreen. It's tough but I think it's turning out to be pretty fun. Definitely challenging.
shotgunefx 1 Mar, 2013 @ 4:00am 
Few minor tweaks. Incapped survivors now get 40 health on pick up to make up for the fact they don't get their health bonus if incapped when the Tank dies.

Also started to add custom sounds. If you don't like the "coward" sounds or feel they detract, you can toggle them in chat.

serious_on // disable coward sounds
serious_off // enable

Also, if you want to hear "One Bad Man", chat "music_on" before leaving the Safe Area.
Last edited by shotgunefx; 1 Mar, 2013 @ 4:00am
Neil - 119 10 Mar, 2013 @ 4:42pm 
Wow, this is really cool! Well done!
shotgunefx 10 Mar, 2013 @ 7:11pm 
Thanks man. I have a few more tweaks to do, car alarm penalty, custom hud (as soon as that's patched), but for the most part it's done. At least until I get more hands/feedback on it. It's definitely tough, but haven't had a game with 4 humans yet either, so may need to tweak it.
Neil - 119 10 Mar, 2013 @ 7:38pm 
If you're planning on testing it, count me in! Add me
shotgunefx 10 Mar, 2013 @ 8:11pm 
Internet is spotty right now, but will do!
shotgunefx 7 May, 2013 @ 4:03pm 
A little update. As there is no way way to reset incap counts, I've just down away with 3 strikes all together. Kind of lame, but not as lame as being black and white on the next map in the safe room and having to fight 5 tanks before getting pills.

Also, as we can't properly differentiate between temp health and incap health, if you're incapacitated when the Tank dies, any points you would have gotten are carried until you are revived. So I've reset the incap health to defaults.

OTHER ODDS AND ENDS
Custom Huds don't seem to work still
Fonts still don't resize
Last edited by shotgunefx; 7 May, 2013 @ 4:08pm
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