Left 4 Dead 2

Left 4 Dead 2

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(MSC) Tank Challenge Advanced (Mod for Tank Challenge map)
   
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Game Content: Scripts, Miscellaneous
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105.647 KB
21 Sep, 2020 @ 11:59pm
24 Apr, 2022 @ 5:49am
12 Change Notes ( view )

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(MSC) Tank Challenge Advanced (Mod for Tank Challenge map)

In 1 collection by [FoRcE]army_guy3
(MSC) Scripts
33 items
Description
If you like my works you can show your appreciation by donating to support me here[www.patreon.com].

MSC_ID: MSC_Tank_Challenge_Advanced

Supports MSC_AUTOLOAD.

This is the 12th test script that runs on the Master Script Controller while hosting your own server.

NOTE: THIS DOES NOT INCLUDE THE BASE MAP IT MODIFIES! You can download it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=151833267

Originally the purpose of this script was to allow more than 1 tank on easy difficulty. A simple script... Or so I thought.. Turns out I had to completely make my own back end system to take over the finale director. One change lead to another and now here we are.

This script modifies the default Tank Challenge Map finale with my own created script code.

Note: This script requires the Master Script Controller and must be included in the "\Left 4 Dead 2\left4dead2\ems\masterload_scriptlist.txt".

You can subscribe to it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2203978515

Changes include but are not limited to:

-Tanks spawn faster meaning more fast paced gameplay
-Commands to change gameplay settings or world entities
-More than 1 tank will spawn on easy difficulty now
-Added Round Start Count Down Timer
-Added tanks left display that shows how many tanks still need to be killed.
-Added ability to support up to 99 waves
-Round will not bug out anymore if tank dies too early
-Added support to change active max tanks allowed at once
-Added support to change total rounds before extract
-Added support to change current round
-Added scoring system.
-Added scoreboards.
-Added ability to add witch wanderers to your game.
-Removed random common infected that appear at beginning randomly
-Fixed drowned players not teleporting
-Added more weapons to gun rack.
-Fixed rare map bug that deadlocks finale so it can't start.
-Fixed medkit physics stress issue.
-Fixed water wasting processing power on spamming hurt on miniguns.
-Fixed dying in water while in tank punch knockback bugging out spectate freecam.
-Other small code bug fixes


Current functions:

tca setround <value> - Sets current round. You cannot set current round higher than max round.

tca setmaxrounds <value> - Sets max rounds before extraction - Supports sessionsave and sessionreset flags.

tca setmaxtanks <value> - Sets maximum allowed active tanks at once. Default is 6. - Supports sessionsave and sessionreset flags.

tca raiseguns - Raises gun platform.

tca lowerguns - Lowers gun platform.

tca setgunsround <value> - Sets round that guns platform raises. Setting to 0 will disable it. - Supports sessionsave and sessionreset flags.

tca skipbreak - Skips countdown and goes to next round.

tca settankspeedmod <value> - Sets tank speed modifier. (0.8 to 3.0) Useful if you just really want to die. Default is 1.0 - Supports sessionsave and sessionreset flags.

tca settankhealthmod <value> - Sets tank health modifier. Does not affect tanks already spawned. Default is 1.0 - Supports sessionsave and sessionreset flags.

tca setwitchspawnmod <value> - Sets witch spawn modifier for each round. This value is multiplied by round number up to the max witch cap. Default is 0.0 - Supports sessionsave and sessionreset flags.

tca setmaxwitch <value> - Sets max witches that can spawn at any time. Default is 5. Range is 1 to 100 - Supports sessionsave and sessionreset flags. NOTE: This does not turn on witch spawn. use witchspawnmod for that. Also note that while you can spawn up to 100 witches.. This is going to lag most people quite a bit. o.o

tca setstartinground <value> - Sets the starting round if you don't want to start at round 1. - Supports sessionsave and sessionreset flags.

tca enabledirectorydelay - Enables the director delay that emulates tank spawn of normal director. Supports sessionsave and sessionreset flags.

tca disabledirectordelay - Disables the director delay system and uses the default MSC TCA settings. Supports sessionsave and sessionreset flags.

tca setdirectordelay <value> - Sets a custom delay time for director spawn delay system. Default is 10. Supports sessionsave and sessionreset flags.

tca enablemedheli - Enables the new Medical Helicopter. This helicopter works as a lives system. After final survivor is incapped/killed, The medical helicopter will heal and drop off the survivors at the safest location during the fight. Supports sessionsave and sessionreset flags.

tca disablemedheli - Disables the Medical Helicopter. Supports sessionsave and sessionreset flags.

tca setstartingmedhelicount <value> - Sets amount of times the medical helicopter can save the survivors. Supports sessionsave and sessionreset flags.


Example:

/tca setmaxrounds 99
/tca setround 6
/tca setmaxtanks 10 - Sets maximum allowed active tanks at once. Default is 6.
/tca raiseguns
/tca settankspeedmod 3.0


Keep in mind that if you have max tanks value too high then human players will not be able to join your server due to it being full.

NEW - Added ability to save session settings until you leave the map.

The sessionsave flag can be prefixed before tca to tell the script you want to save these settings until you leave the map.
The sessionreset flag can be prefixed before tca to tell the script you want to reset these session settings to default.

Examples:

This will session save max rounds to 99:
/sessionsave tca setmaxrounds 99

This will session save the guns active round to 1:
/sessionsave tca setgunsround 1

This will reset ALL saved session settings back to default:
/sessionreset tca

This will reset max rounds to default:
/sessionreset tca setmaxrounds



NEW - Added scoreboard and scoring system.

Top board is current score. This shows the score for your current attempt.
Middle board is previous score. This shows the score for the previous attempt on that difficulty.
Bottom board is best score. This shows the best score out of all your runs for that difficulty.

File saving has been added for score so now it will keep track of your score across playthroughs.

Let me know if you like it and I may add more.

Enjoy peeps and keep in mind this is alpha so there may be issues I haven't encountered yet!

These scripts take a lot of time and effort to produce. If you like them and/or want to see more, you can show your appreciation by throwing some money my way at:
https://www.patreon.com/ag3_killstreak
53 Comments
Rover 14 Mar @ 1:04pm 
Thank you so much for developing this mod. I'm a big fan of Tank Challenge. I've unlocked the upper limit on the number of tanks by L4DToolZ and often play 30 rounds solo. This mod helped me train myself to deal with a large number of tanks. It's also fun to play round 99 because of long term saturation of tanks.

I think there are some things that need to be improved in this mod. Most Tank Challenge players actually prefer classic gameplay without typing too many commands, and they want to use TCA to get more practical information about the current round. My following suggestions are based on these considerations.
Rover 14 Mar @ 1:04pm 
1. Change the default value of maxtanks to 14 or 31
// 14 is the usual value in original game. 31 is the maximum possible value under the plug-in. 6 tanks are too few even in chapter 1 of 10 rounds.
2. Avoid commands invalidation when survivor team fails.
// I know to type sessionsave on the left, but many new users don't know. They are troubled by repeated setting, especially for starting and ending rounds. That kind of time limit makes no sense.
3. Enable directory delay in default state.
// I usually disable it solo, but more people prefer classic style especially when there are some beginners in the team. Besides, anyone revived from crossing can hardly survive if many tanks appear in the beginning.
Rover 14 Mar @ 1:04pm 
4. Place three boards to display the numbers of unborn tanks, live tanks and dead tanks.
// Whether tanks have been born wholly will probably means whether a player should throw molotov. The number of live tanks will helps people consider if a location deserve a molotov. The number of dead tanks will reminds the progress of current round directly. These boards could be designed in gray, red, green and placed on the tower wall for all to see.
5. Cancel the scoreboard.
// I sincerely appreciate the work you put into this function, but everyone seems confused by those long numbers and don't think the board is pretty. I know their meanings, but I only care about how many tanks died in the current round, not those six or seven-digit numbers. Besides, the damage from system execution or drowning are not recorded, but those from tank rocks are recorded. In short, this feature does not increase users' favorability.
Rover 14 Mar @ 1:03pm 
6. Add a timer to show the time spend in each round.
// When enable directory delay, people can know how long until all tanks are born by timer. When play round 99, people can analyze how to kill tanks more quickly without looking at watch anymore. By the way, the countdown timer before each round is suitable to be placed next to this timer.

As long as you do the first three simple things above, I'm sure more Tank Challenge players will subscribe to TCA and keep it enable as an enhancer to their daily play rather than an occasional training tool. The other three are just my suggestions, not criticisms. Actually, this mod has already brought me enough surprises. Thank you again.
Gabr1EL 27 Dec, 2024 @ 10:07am 
I really want ths mod but i dont understand how to xdd
[FoRcE]army_guy3  [author] 17 Dec, 2024 @ 11:00am 
@GrunkaLunka

Yes, It's possible.

I don't really do vscripting much anymore..

I'm looking for ways to make profit at this point to avoid getting evicted and no one has ever donated a cent for any vscript mods I've made so it is very low priority.

You're welcome to try and make a mod to do it.
GrunkaLunka 5 Dec, 2024 @ 10:02pm 
is there a way to make a few of these functions work with tank challenge 3? like setround #
Ice 5 Feb, 2024 @ 3:31am 
Hey army guy I enjoy most of your scripts. Today's players aren't the sweatiest of players anymore and people rarely join expert difficulty campaigns. Could you possibly make a mod that changes zombie advanced damage into 10 in the front and 5 from the back instead of the default take 5 dmg from the front and 2 from the back. Kinda like Advanced expert if it was a difficulty.
anon2+86 28 Aug, 2022 @ 3:31pm 
Hey, I'm particularly interested in the "tank left display" part of this.

Would it be possible to make it into a HUD instead of fixed on a wall ?

Also I would love this feature to work on other Tank-only maps, like the 3.0 version.
hadroun 25 Aug, 2022 @ 11:42am 
Do you know something about the tank challenge where was the health machine and shelf with m60 idk how it was called and i think it was really great and fun to play. thanks