Left 4 Dead 2

Left 4 Dead 2

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Gnome Magic Turret
   
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Game Content: Items, Scripts, Miscellaneous
Game Modes: Single Player, Co-op
File Size
Posted
Updated
217.421 KB
16 Feb, 2024 @ 1:20am
20 Jan @ 7:53pm
10 Change Notes ( view )

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Gnome Magic Turret

In 1 collection by kurochama
Unique Weapons with Special Features
57 items
Description
After the rescue mission on Dark Carnival, Gnome race decided to help survivors by sending some of them as representatives to help survivors. With their transformation magic, they fought alongside survivors against zombies...

Well, enough for the background story, this mod is a turret variant mod from this one Turret Mod by Sw1ft . I simply just made it replace gnome instead of m60, & at the same time added some new features & mechanisms. The turret is also replaced with military sniper model to make it feel like anti-material sniper turret instead.

New Features:
  • Demolition Shot: Enabled by default, this can be found in "gnome turret.txt" cfg file. This makes the bullet so powerful that it destroys common infected in one hit.

  • Virtual Inventory: You can keep up to 2 gnomes in virtual inventory. Virtual inventory is reset when disconnected or finishing a finale.

  • Ammo Refil: Turret can now refill ammo, simply by storing the gnome into virtual inventory.

  • 360 Degrees of Enemy Scan: This gnome turret now can scan 360 degrees horizontally & vertically around it to scan zombies.

  • Very Far Shooting Range: It can shoot even a small zombie from afar.

  • Auto Turret Removal on Empty Ammo: Turret will be removed automattically when empty. This will make the turret cleanup easier & at the same time prevent crash when too many empty turrets spawned on a map.

Here are some new mechanisms you might need to know:
  1. Incendiary ammo pack will be replaced by gnome. You'll no longer see incendiary ammo pack, but you'll see more gnomes around.

  2. This turret uses gnome as a media to transform into turret. Gnome still works as usual when carried around. He just becomes more than just a carriable tiny creature as he can help you kill zombies too.

  3. When installed, gnome transforms into military sniper turret. There's a random Moustachio's voice upon turret installation.

  4. The sniper turret uses default L4D2 military sniper skin. It means that it will follow any sniper skin mods if you use a military sniper skin mod.

  5. While carrying gnome, press RELOAD + SHOVE & shove any objects (ground, wall, door etc) to store gnome into virtual inventory. Storing gnome into virtual inventory will also refill ammo to max (300).

  6. Press TAB + CTRL (CROUCH) + JUMP to pick a gnome from virtual inventory.

  7. Turret ammo of the next turret follows the ammo of the previous turret from the same owner. Examples: If your 1st turret has 220 ammo when installed, 2nd turret you install will have 220 ammo.

  8. You can no longer refill ammo by dropping & picking a gnome. The only way to refill ammo is by storing it into virtual inventory.

  9. To load the changes made on the cfg file, install gnome turret on the ground.

  10. You can change the turret damage via cfg file, in case if you want to reduce or increase the damage based on what you like.

With this mod, along with Gnome's help, even if zombies all over the world come, Gnome's magic turret will destroy all...!

Notes:
  • A video preview will be added later.

  • Just ignore Ellis if you watch the video preview later. He looked like a fool because I used a bugged skin mod that bugged his animation ;D .

  • This mod will conflict with the original mod.

CREDITS:
Popular Discussions View All (1)
93
22 Jul @ 11:20pm
PINNED: Bug Reports
kurochama
65 Comments
kurochama  [author] 18 Jul @ 10:23am 
@君を三年待つ. , afaik, he's no longer active for months. Probably he has retired from L4D2 modding. Well, the upcoming update would be from this mod instead, after I finish checking the latest copilot's version from @Sultan Abu Al Pepsi
君を三年待つ. 18 Jul @ 10:07am 
sw1ft I have given up this MOD maintenance. I went to him in the first half of the year and asked him if he could repair it. He said that four MODS with 2 died on the left side of the maintenance.
L_M 23 May @ 9:53pm 
i see, damn sw1ft really need attention for this mod :(
kurochama  [author] 23 May @ 5:35pm 
@L_M , if it's a bug when picking turrets, I think that comes from the original too, as I didn't modify the turret pickup mechanisms.
L_M 23 May @ 5:18pm 
found another bug

if you place 2 or 3 turret nearby and want take one of em, it will pick both and if you pick up another turret while hold the gnome, it will gone and you just have 2 gnome now
L_M 7 May @ 6:55am 
for my case, the turret suddenly stop if one of them out of ammo and making gnome cant be use and be saved, it possible at official map too
kurochama  [author] 7 May @ 4:32am 
@L_M , I tested just recently in atrium in Dead Center by spawning 3 turrets around the car & let bots do the scavenge slowly, & the 3 turrets worked till the end of finale. I set the turret ammo to 9999 though.
So, probably the could be some conflicts with other mods. Sometimes in custom campaigns with big file size, the turret also stops working. Last time I tested in Cold Front about last year, & the turret stopped working in certain maps. Probably as an alternative, you can also use Sentry Floating Turret if this one stops working in certain custom campaigns.
L_M 6 May @ 6:38pm 
AN ERROR HAS OCCURED [Accessed null instance]

CALLSTACK
*FUNCTION [GetDistance()] scripts/vscripts/lib_utils.nut line [1405]
*FUNCTION [OnUsePress()] scripts/vscripts/turret.nut line [832]
*FUNCTION [CheckButtons()] scripts/vscripts/lib_utils.nut line [2624]
*FUNCTION [ButtonsListener_Think()] scripts/vscripts/lib_utils.nut line [2609]
*FUNCTION [acall()] NATIVE line [-1]
*FUNCTION [OnTickCall()] scripts/vscripts/lib_utils.nut line [2449]

LOCALS
[flDistance] NULL
[bMethod2D] true
[bSquared] true
[hTarget] INSTANCE
[this] INSTANCE
[turret] INSTANCE
[@INDEX@] 0
[flMaxRadiusUseSqr] 8100
[hPlayer] INSTANCE
[this] INSTANCE
[idx] 1
[button_type] 0
[buttons] 32
[button] INSTANCE
[hPlayer] INSTANCE
[this] INSTANCE
[button] INSTANCE
[@INDEX@] 1
[team] 1
[hPlayer] INSTANCE
[this] INSTANCE
0
[max] NULL
[min] NULL
[CurrentValue] NULL
[NewValue] NULL
[bProhibitChangeHook] NULL
[bException] false
[this] TABLE
L_M 6 May @ 4:39pm 
try like 2 or 3 turret near out of ammo when you hold gnome, when one of it done and yeah cant deploy anymore

and sometimes another turret didnt run anymore
kurochama  [author] 6 May @ 12:45pm 
@L_M , last time I tested was when I fixed the bug where gnome said goodbye suddenly after deploying the turret. Usually I only spawned one turret as it's already OP enough to wipe almost all common out. I'll try to check multiple turret spawns later.