STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
2
IN-GAME
37
ONLINE
Founded
15 October, 2012
Showing 61-70 of 74 entries
2
func_nav_blocker entity to block specific enemies.
6
Vscript sometimes not working.
3
GunBrain
Maybe if I share the idea I had in mind...

GunBrain has really got me started thinking. I would love to have a system built into my map specific which gives XP points to players, and reward players that spend a lot of time playing the map.

If it would be possible to target a player's Steam ID using scripts that would be a good start.

Here's my idea more detailed:

I want players to receive XP points when the survival timer hits certain times in my map (survival mode):

4 mins = +1 XP Survival Bonus
7 mins = +1 XP Survival Bonus
15 mins = +2 XP Survival Bonus
20 mins = +1 XP Survival Bonus
25 mins = +1 XP Survival Bonus
30 mins (winning the map) = +10 XP Survival Bonus

If you played a full round and reached the end of the map it would give you a total of 16 XP. The second round you play you only manage to survive 17 minutes which means you earned a total of 4 XP that specific round, these 4 XP are then added to your previous 16 XP so now you have a total of 20 XP earned from playing 2 rounds of the map. These points should then be saved and stored when switching servers etc. Basically I want the points to be saved to a player's Steam ID so when players return to play the map they will have their total previous points displayed.

XP points should be displayed on the HUD for each player, and other players in the current game should have their XP displayed for other players, with the survival timer in consideration so everything doesn't overlap on the screen.

When you are dead you should not be able to receive XP, when someone defibs you then you can earn XP again. Basically the player that is currently dead receives no XP Survival Bonus. Example: You die at 8 mins, someone then defibs you at 18 mins. This means you will earn the XP Survival Bonus at 4 and 7 mins, but no XP Survival Bonus at 15 mins since you were dead at this time.

If a player joins mid-game when the survival timer is currently at 22 mins then the player can still earn the XP Survival Bonus at 25 mins and 30 mins (winning the map) which would give that player a total of 11 XP Survival Bonus.

At the end of a round (when all players die) information is displayed (HUD) how much XP each player has earned that specific round.

If the game is set to public in lobby the amount of XP should be doubled, so you can earn a total of 32 XP for playing a full round and reaching the end of the map if the game is set to public.

The file where the XP data is stored in should not be able to be edited by anyone, to avoid cheating.

The XP that each player has earned should never reset to 0 (players should have their previous earned XP working in a new version of the map, if the map gets updated).

Rewards for reaching certain amounts of XP. By writing "rewards" in the chat a list appears with information about rewards in the chat. 100 XP = ???, 1000 XP = ???, 5000 XP = ???, 10000 XP = ???, 30000 XP = ???. To receive the reward the player would have to manually contact me or automatically receive the reward depending on what the reward is chosen to be.
9
Map Bugs/Exploits
6
Vscript sometimes not working.
In Helm's Deep Reborn a vscript is used to teleport dead players to make the map more fun to play. The vscript was created by The Fish and has worked flawlessly for a long time. Recently the vscript sometimes doesn't work at all, it fails to teleport dead players.

The name of the vscript file is "l4d2_helms_deep_respawnscript.nut" and it is in the VPK with the map. The vscript looks like this:


//Left 4 Dead 2 Helms Deep respawn script by The Fish
teleporterPrefix <- "deadbody_teleporter_";
printl("Helms Deep Reborn Respawn System by The Fish successfully loaded!");
function moveDeadBodies(buttonCaller){
ent <- null;
while(ent = Entities.FindByClassname(ent, "survivor_death_model")){
try{
ent.SetOrigin(Entities.FindByName(null, teleporterPrefix+buttonCaller).GetOrigin());
}catch(error){}
}
}


In the map I have an info_director entity with this output: OnGameplayStart, !self, BeginScript, l4d2_helms_deep_respawnscript, Delay 0.00, Only Once: No.

There are 2 levers in the map which you press and hold your use key to teleport dead players. 1 lever consists of these entites and outputs:
A func_button_timed which sends this output: OnTimeUp, func_rot_button, Press, Delay: 0.00, Only Once: Yes.
The func_rot_button then sends this output: OnPressed, info_director, RunScriptCode, DirectorScript.MapScript.LocalScript.moveDeadBodies(1), Delay 0.00, Only Once: Yes.
and then there's a nearby info_target entity named deadbody_teleporter_1 where the dead players get teleported to.


So the question is why doesn't this setup work 100% anymore? About 1 out of 15 games dead players fail to teleport. I have only experienced this issue when playing the map on Official dedicated servers. Other players say they have experienced this issue when playing on third party dedicated servers. No one has experienced this issue on local servers (if you choose local server in the lobby before starting the map).
7
Steam Workshop Change Notes limit issue.
9
Map Bugs/Exploits
Map specific bugs/glitches/issues:

1. No Mercy elevator: I'm still seeing players falling down through the elevator floor.

2. No Mercy finale has an unreachable area (jesus spot) behind the minigun (above the radio on the roof next to the stairs). Just stand there and wait for helicopter to arrive (same with the table at the Hard Rain finale however that one was fixed a while ago).

3. The Passing finale: Going idle in the elevator before the finale will cause the event to break and the finale doesn't start unless you manually start it by pressing the yellow pole as you exit the elevator. This allows you to collect all the gascans without any zombies coming.

4. Death Toll finale has an unreachable area (jesus spot). Just start the finale by pressing use button on the radio, exit the finale area by going back towards the saferoom, the first burning barrel that you encounter has a wooden fence close to it, stand on top of the wooden fence and wait for the boat to arrive.


It's best to take a screenshot/make a video showing the bug/glitch/issue, but then again will it be patched or not?


Here are some general bugs/glitches/issues:

1. Mounted machine gun bug:

If you delete a mounted machine gun while a survivor is using it then the survivor will get stuck in the "holding position" (unable to move or perform any action, going idle won't "debug" the survivor, killing and then using defib on the survivor won't fix the problem either, the survivor will still be stuck forever). In L4D1 you could delete the minigun and the survivor using it wouldn't get stuck.

If a survivor is using a mounted machine gun and a charger charges and grabs the survivor; after the charger has been killed; the survivor that was holding the mounted machine gun can sometimes be sent up in the air like superman and the fall will kill the survivor.

2. Ammo/reload glitch with weapon entities:

When you drop a weapon (such as AK-47, hunting rifle, shotgun etc.) it gets sucked to the same weapon entity and it magically receives full ammo when you pick it up again.
Example: Place a weapon_rifle_ak47_spawn entity and a weapon_autoshotgun_spawn entity next to eachother in a map. Pick up the AK-47 and waste all ammo with it, now pick up the auto shotgun, the AK-47 which you had wasted all ammo with gets sucked back to the weapon_rifle_ak47_spawn entity, and when you pick up the AK-47 again it will magically have full ammo and you don't even have to reload.
Players can just press use button (default "e" button) on a nearby weapon entity to instantly grab a weapon with full ammo and keep firing forever (by picking up a new weapon when it's about to run out of ammo in the clip) without ever having to reload.

3. Issues when minimizing the game:

If you minimize the game you can expect issues with textures and performance issues (low fps) with light entities that are turned on and off.
a) Light entity example: If you minimize the game when the lights at the rock concert at the Dark Carnival finale are turned on your fps will greatly drop when you go back to the game. In Helm's Deep Reborn I also turn lights on and off, minimizing the game when a light has been turned on casues fps to drop greatly. In some cases the fps will go back to normal when the light has been turned off, however in most cases you need to exit the map, restarting the map with vote restart won't always solve the performance issue.
b) Texture example: If you minimize the game before/during loading screen all the zombies sometimes appear to be black. Minimizing the game again seems to reset the zombies' normal color. Transparent textures seem to have the most issues when minimizing the game.

4. Sound issues:

a) When using pills or adrenaline the "Ahh, ohh"-sound plays before the player actually receives the hp from the item. Some players use the pills and before they receive the hp they instantly switch to another item/weapon from their inventory and repeat to spam annoying "Ahh, ohh"- sounds.
b) If you use a chainsaw while you're "black and white" and you die then the chainsaw sound will loop forever (and cause blood to splatt from the position that you're spectating from). Climbing ladders can also cause sounds to loop or continue, for instance if you are reloading your empty shotgun and then decide to climb up a ladder the sound will continue although the shotgun doesn't actually reload while you're climbing the ladder.

5. When chargers charge into a wall they deal damage to nearby survivors (aoe dmg) which is unrealistic and glitchy, they can attack through walls by doing this.

6. Explosive barrels can be pushed which allows players to block narrow passages with them. But even if the explosive barrel explodes it still leaves a small piece behind which can also be used to block zombies.

7. Tanks can kill other tanks if they accidentally throw a rock at eachother (default button "right click" as a tank).

8. The grenade launcher doesn't disappear like the m60/chainsaw after you've used all the ammo.
Showing 61-70 of 74 entries