STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
STEAM GROUP
Left 4 Dead 2 Workshop Beta L4D2WSB
2
IN-GAME
35
ONLINE
Founded
15 October, 2012
Showing 121-125 of 125 entries
1
Mutation: United We Stand
75
VScript Suggestions
I coded my own valve server plugin[forum.l4dmaps.com] that adds several needed features. Before that, I had to rely on users setting up SourceMod. It's very difficult making an interactive mod without the following:


If anything, #2, #3, #11, #13 and #18 are the ones that are most needed from below.

(List last updated: 4/7/2013):
-------------------------------------------------------------------------------------------------
1. Ability to modify game event params.
2. Getting and setting networked properties (e.g. m_zombieClass, m_jockeyVictim, etc).
3. A method to send usermessages. Wrapper for engine->UserMessageBegin / MessageEnd and writing bytes and strings.
4. A function to dynamically change entity models, not via KV as it's buggy.
5. Entity spawn notification (with classname and entity index) -- not talking about OnPostSpawn() or PreSpawnInstance() as those don't work for everything. I am referring to adding onto gEntList's CUtlVector<IEntityListener*> and making those outputs visible to vscripts preferably.
6. A method to get the eye position. (We can always z += 64.0 though, but gets hard when player is crouching or whatever)
7. A method to get the forward vector from any given angle.
8. A method to trace from one entity infinitely in a given direction vector (an "infinite" raytrace). Not really needed though, as we can always just add a large forward vector.
9. A method to "read"/get keyvalues.
10. A method to respawn dead players, "stumble"/stagger players, drop molotov or bilebomb or pipebomb at specified location (activated-- not world spawns).
11. Forced map changing! Something like ChangeLevel(string mapName). <------ SUPER HELPFUL :)
12. Convert CBaseEntity back to entity index. Currently the workaround I am doing is using a large entity loop, 1 to 2048. It'd save processing if we can retrieve the ent index via a native.
13. IsPressingButton() - e.g. BUTTON_ATTACK, BUTTON_ATTACK2, BUTTON_JUMP, etc.
14. SayClient() or equivalent. Also would be nice if the "Console:" text doesn't get added on to the text we send. This would be unnecessary if #3 is added in.
15. Sockets library would be AWESOME.
16. Client command / unbroadcasted client command
17. Auto option for zspawn(). I.e. like "z_spawn boomer auto" in console.
18. Something that fires more often than Update(), specifically OnGameFrame().



EDIT: The following have been resolved/added/identified:
- CTerrorPlayer::OnTakeDamage() hook
- EyeAngles()


Bugs Discovered:
1. Sometimes, the trace ray appears to return entity -1 of classname "worldspawn". Applying an impulse to entity -1 (I have no idea how such an entity is valid) with ApplyAbsVelocityImpulse() will cause the character to go nuts. I recorded a video to illustrate:
http://www.youtube.com/watch?v=XLZHASqht0M


Lastly, thank you Valve for all of your hard work! The mapping/modding/dev community really appreciate all the time that you put into your games. Keep up the good work!
56
Request for Access to L4D2 Beta for New Members
Showing 121-125 of 125 entries