Left 4 Dead 2

Left 4 Dead 2

25 ratings
Anti Traps
   
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Game Content: Scripts
Game Modes: Single Player, Co-op
File Size
Posted
Updated
14.185 KB
11 Aug, 2024 @ 7:26am
26 Nov, 2024 @ 9:00pm
3 Change Notes ( view )

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Anti Traps

In 1 collection by kurochama
Useful "Side-Dish" Mods (Especially for Bots)
46 items
Description
"Do you hate unfair traps that keep coming or even instantly kill you when hit?"
"Have you ever thought about whether there's a way to finish a campaign full of troll traps without god mode or noclip on?"
"Have you ever thought about what if bots are immune to any traps so they won't die in vain?"

Yeah, this mod is the answers you seek. This mod can nullify any damage caused by environmental hazards like fire, poisonous smoke, & traps. But don't worry, survivors can still take damage from other survivors, SI, tank, witch & common infected. They only ignore damage caused by the world or traps.

Q: "Does it mean that this is an OP mod?"
A: Not really. It depends on how you set the cfg file. You can use this to protect bots from traps too.

There's only 1 feature in "anti traps.txt" cfg file:
  1. Anti Traps Mode: This controls which type or survivor can have immunity to traps (bot only/ player only/ all), & also whether fall damage immunity is included (some traps can drop a survivor to a pit).

Bonus feature, "Chat Commands":
  • warp to team: Warp yourself to the other alive survivor's location (use when stuck or dropped into a pit trap)
  • warp to base: Warp yourself back to the saferoom at the starting point.

With this mod, you can start to challenge most trap campaigns with much less worry, as even bots can survive if you put the "anti traps" buff on the bots.

NOTES:
  • A video preview will be added later.

  • This might not compatible with "Capped Fall Damage" mod if the value of "Anti Traps Mode" is set to ignore fall damage, as the fall damage reduction on "Capped Fall Damage" mod uses different methods.
  • As this uses "scriptedmode" to trigger "AllowTakeDamage" function, changes made on the cfg file only take effects on next round or when starting a new campaign.
5 Comments
kurochama  [author] 2 Nov, 2024 @ 12:14pm 
@infinitig35 , thanks... :steamhappy:
kurochama  [author] 19 Aug, 2024 @ 12:42pm 
@something something house , I'm not sure whether I should make it or not, as it's a very simple feature so it might not be popular enough to be made as a standalone mod. Recently I've been trying to make a standalone version of "Grenadier Mode", & I still need several to do several tests.
something something house 19 Aug, 2024 @ 10:39am 
i wonder when were getting the noisy bot settings from merciless turned into a standalone mod
kurochama  [author] 11 Aug, 2024 @ 8:45am 
@Shad3rEVO , it should be. You can try it. I tested on "Kokiri Forest" that still has light & friendly traps. You can also try to set the value to 4 (if you want to protect only bots) to make bots immune to any damage except from other survivors & zombies. Value no. 1 also protects bots from any traps, except traps that drop survivors to the pit (as this one is categorized as fall damage).
Digital_Revenant 11 Aug, 2024 @ 7:49am 
Will this allow me to finish The Curse of Lazar Castle with bots?
Because there are some traps that aren't fire or smoke, such as spikes that hurt you simply because you walked into them.