Left 4 Dead 2

Left 4 Dead 2

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Weapon Script for M1919A6 (M60)
   
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Game Content: Weapons, Scripts
Weapons: M60
File Size
Posted
Updated
136.298 KB
21 Mar, 2021 @ 11:24pm
11 Jan, 2022 @ 10:16pm
3 Change Notes ( view )

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Weapon Script for M1919A6 (M60)

In 1 collection by Nate
L4D2 "Realistic" Custom Weapon Scripts
185 items
Description
Done by request, Weapon Script for Dusty's M1919A6 [M60]: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409440356.

The matching HUD Icon is available in the original mod!

Modified weapon stats are in the picture. Find up-to-date stats on all scripts in this convenient Google Spreadsheet: https://docs.google.com/spreadsheets/d/1hn2ELPDXtpCPwgMsQv3zrGIPY_5OIn9e2kmqb7CEfgI/

*** About Weapon Scripts ***
Scripts aim to match as close to real world specs as feasible. Exotic weapons (like those from other games) may have some liberties taken.

Adjustments include weight, recoil/spread, magazine size, rate of fire, effective range/falloff range, AI preference, and penetration depth/stats.

Damage, rate of fire, and player movement speed may be adjusted up or down.

To keep in line with vanilla gameplay and prevent OP, damage is adjusted accordingly:
  • Damage adjusted up/down (typically up) when needed to keep in tune with the original game stats.
  • Damage per magazine is favored over DPS, since rate of fire changes make DPS incomparable to vanilla.
IE: Silenced Uzi has 50 round/mag at X damage. When magazine capacity is lowered to match the Honey Badger's, damage is adjusted up to match the vanilla's damage per *magazine* as Honey Badger's rate of fire adjustment against vanilla makes DPS comparisons invalid.

Please report any issues on my profile page. Thanks!

If you'd like a HUD icon and/or weapons script for any of your favorite weapons, please request one in the comments of my guide here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2303626211.
9 Comments
Camel 31 May, 2024 @ 5:21am 
.30 Springfield will be dealing more damage compared to the 7.62 of M60
Nate  [author] 12 Jan, 2022 @ 11:25am 
@wetnad
So there was some erroneous logic in my scripts. The Range Modifier seems to always be in effect, despite me thinking it would only be in affect after the "GainRange"... (not sure what GainRange actually does in this case...) I've modified all the range modifiers to have the intended behavior. But I have yet to repeat testing this particular scenario. But in Campaign, when you may be at a bit of a distance from a tank with friends, this situation should be rectified. Thank you for the input!
dante_02 31 Mar, 2021 @ 7:22am 
Thanks a lot! I'll gladly do so for future entries
Nate  [author] 30 Mar, 2021 @ 11:08pm 
@d-
All my submissions have open comments and I respond when I can. Except to people who don't read the whole thing. Then I politely ask them to simply read the description. I'm great at typing I don't need the practice, you know? =)

In any case, if you wanna know more on how I came to some of the figures, just ask and I'll let you know!
dante_02 30 Mar, 2021 @ 11:02pm 
Maybe I just need to think outside the box
I tend to use M60s to shred tanks in campaigns because they are quite good for the task, but never noticed that teammates firing also helped with that
So, with these script, maybe I can switch it up and think of it as a support firing tool with a single massive clip, and use other scripts to turn other guns into tank-killers

I didn't expect to be able to talk to a game modder so directly, and it's quite cool to learn more of your experimentation and thought process! Keep up the great work dude!
Nate  [author] 30 Mar, 2021 @ 10:54pm 
@d-
LOL I just tried it in TUMTARA as well XD

Yeah it took me the whole 250 rounds plus around 4 pistol magazines *Dual M1911s* to kill him on Expert. Guess I could've reloaded the LMG lol.

Like you, I tested the vanilla weapon with no script and he did not die after the full magazine either. So yes, it would appear that we arrived at the same conclusion that the game's designers made the choice that the M60 is just not enough on its own to take down the tank in any case... I guess that's maybe to push you to play this game with friends??

In any case, yes it seems the script is acting according to design I suppose. I could upload an overpowered version if you so desire... otherwise chock it up to the tanks on Expert difficulty are on steroids XD
dante_02 30 Mar, 2021 @ 10:48pm 
I tried out the script in TUMATRA, so I got as close as possible
Default M60 takes 165 bullets to kill a Tank, and while I do get that that means that in Vanilla you wouldn't be able to kill a single tank with a single M60 either, it's kinda distracting that I just empty 250 rounds into a Tank and he still needed other +30 so rounds to go down.
Thanks for the quick answer, btw!
Nate  [author] 30 Mar, 2021 @ 10:38pm 
@d-
Admittedly, I do not play on Expert often or at all, really, so I would not know.

How many bullets does it take to kill a tank on Expert with the vanilla M60? Both this script and the vanilla weapon should do a total of 7500 damage per magazine, so I'm not sure what the deal with that is.

Could be damage falloff? How close were you?
dante_02 30 Mar, 2021 @ 10:10pm 
I kinda dig the idea of it being the "definitive common infected cleaning weapon", and it accomplishes that job greatly
However, I feel kinda insulted by the fact that you can't kill a single tank with the full 250 bullets in Expert