Left 4 Dead 2

Left 4 Dead 2

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Melee Grunts
   
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Game Content: Scripts
File Size
Posted
Updated
19.427 KB
1 Jun, 2024 @ 6:51am
7 Apr @ 10:34am
9 Change Notes ( view )

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Melee Grunts

In 1 collection by tomaz
My L4D2 VScript Collection
32 items
Description
Yeah I know this has already been done. This is just my version of it.
It's pretty much the same as Sw1ft's Melee Weapon Grunts in terms of functionality, although this uses a different method of emitting the grunt sounds and also plays them when shoving.

The chances of the grunt sounds can be configured. Check out the pinned discussion for more info.

NOTE:
  • The shove grunt sounds will only play if you shove AND hit something, not shove and miss. This is not intentional.

This will only work in singleplayer or a locally hosted server.

CREDITS:
  • Shadowysn - Base read/write config code
  • Me - Scripting

I fully support & encourage edits of my mods. If you decide to upload your edit to the workshop or anywhere else, you are free to do so without needing to ask first, however please make sure that you credit me appropriately for the original work as well as any other authors that have contributed to the mod and provide a link to the mod that your edit is based on.

Popular Discussions View All (1)
1
8 Apr @ 1:56pm
PINNED: CONFIG
tomaz
54 Comments
CaptPatrick01 29 May @ 1:12pm 
Honestly, I think it's better with the "bug" with the shove grunts. It adds feedback for when you're trying to shove boost holdable objects.
TheTuncT 16 May @ 7:44am 


I've added this addon to the Tacticam Addon Collection. Check it out here: Tacticam


tomaz  [author] 6 Apr @ 1:57pm 
i've been aware of that and it has been on my to-do list for a while, i just never bothered with it because i didn't think it was that much of a priority at the time.
thanks for reminding me tho, i might try to fix it soon hopefully.
Incindreary 6 Apr @ 5:08am 
The mod works well, but it interrupts dialogue. Any chance it could be updated to either play alongside dialogue, or not play if the character is speaking?
Typical 31 Jan @ 1:17pm 
Works now perfectly, thanks!
tomaz  [author] 30 Jan @ 10:33am 
i don't see why that would be happening since i haven't had that happen but i added a counter-measure just to be safe, thanks for telling me
Typical 29 Jan @ 9:01am 
The server always lag for one second whenever this error popups after shoving a random infected
Typical 29 Jan @ 9:00am 
AN ERROR HAS OCCURED [the index 'IsSurvivor' does not exist]
*FUNCTION [OnGameEvent_entity_shoved()] scripts/vscripts/melee_grunts.nut line [224]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]
[player] NULL
[params] TABLE
[funcName] "OnGameEvent_entity_shoved"
[idx] 2
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "entity_shoved"
[params] TABLE
[event] "entity_shoved"
KAWAAAHHH 13 Jan @ 11:49pm 
@hoshi i am really late for this, but use the reroll version. the main talker is prone to crashing.
Hoshi 3 Sep, 2024 @ 1:37am 
one of the talker mods,Beel's Fixed and Expanded Talker,its introduction helps me.the crash back to the main menu is the result of reaching soundcache limit,according to the introduction.eventually i had to disable Beel's mod for its 7mb size.as a comparison,ChimiChamo's Talker Things Collection is about 2mb,and Active Talker is 300kb.L4D2 is too old,these three talker mods almost reach the limit,if one more,even Melee Grunts break it.they can't be enabled all together though there aren't conflicts.In conclusion,your mod(or vscript?i cant distinguish) have no issue.