Left 4 Dead 2

Left 4 Dead 2

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Weapons Converter
   
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Game Content: Scripts
File Size
Posted
Updated
47.792 KB
29 Sep, 2024 @ 9:30am
12 Apr @ 2:07am
13 Change Notes ( view )

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Weapons Converter

In 2 collections by skysky199
Script List
115 items
Script List <Tool>
12 items
Description
--僅於區域/專用伺服器生效--
--Works on local/dedicated servers only.--

回合開始時, 轉換武器.
※武器 = 槍/近戰/投擲物/包電/藥/升級類/可以拿的物品
※並非使用DirectionOption table中的 AllowWeaponSpawn 與 ConvertWeaponSpawn
※避免衝突的代價是沒有100%成功轉換

Convert weapons when round starts.
※Weapons = guns/melees/grenades/backpack items/upgrade things/held items.
※This is not achieved by using AllowWeaponSpawn and ConvertWeaponSpawn in DirectionOption table.
※The trade-off of avoiding conflicts is that the conversion isn’t 100% successful.

※對於禁止墮落倖存者裝備特定物品, 使用:
※For disallowing fallen survivors to equip certain items, use:
Fallen Survivor Item Controller.

由於預設是無武器進行轉換, 所以需要修改設定, 否則腳本無效.
Because default setting is nothing to convert, it's necessary to modify the setting, or the script will not work.

Setting file path:
\ems\weaponsconverter\settings.tbl
\ems\weaponsconverter\convert.tbl
\ems\weaponsconverter\codenames.tbl

-Description of settings.tbl-
設定名
Setting's name
說明
Description
WeaponCount
PistolCount
MagnumCount
MeleeCount
GernadeCount
(Default: [4 4]/[4 4]/[4 4]/[ 1 1]/[1 1])
Weapon/Pistol/Magnum/Melee/Grenade amount of the converted one.
Excluding m60 and grenade launcher.
※[min max]
※>=0
轉換的武器/小槍/麥格農/近戰/投擲物數量
不包含m60與榴彈發射器
※[min max]
※>=0
StartCheckpoint
EndCheckpoint
Finale
(Default: true/true/true)
If false, weapons in the areas will not be converted.
如果為 false 在那些區域的武器不會被轉換
ValidateMelee
(Default: false)
If true, it will check if the melee is really spawned.
If it fails to spawn, a random melee will be selected and retry.
如果為 true 檢查近戰是否確實生成
如果沒有生成 隨機選擇其他近戰再嘗試生成
ReplaceSame
(Default: false)
If true, bypass the check for whether the weapons of the convert and the converted are the same.
如果為 true 跳過轉換和被轉換的武器是否相同的檢查
PrintConsole
(Default: false)
If true, print the conversions in console.
如果為 true 在控制台顯示轉換情況

-Description of convert.tbl-

可以是 ""(代表刪除), 代號, 或是rng_代號
※有無rng_的差別 看上面2圖

Can be "" (represents delete), code name or rng_(code name).
※The difference between having or not having rng_ is shown in the two images above.

Examples:
weapon_smg = "weapon_pipe_bomb"
weapon_smg_silenced = "weapon_gascan"
weapon_grenade_launcher = "tier2_any"
electric_guitar = "any_upgrade"
weapon_first_aid_kit = ""
weapon_gascan = "rng_any_item"

-Description of codenames.tbl-

codenames default為我幫你先定義好的代號
codenames為空白檔案
codenames defaultcodenames 皆會被讀取
選擇你喜歡的一個進行編輯
※注意格式與大小寫

codenames default is the predefined code name I set for you.
codenames is an empty file.
Both codenames default and codenames will be loaded.
Choose one that you prefer to edit.
※Pay attention to the format and case sensitivity.

Example:
Set following code name in codenames.tbl.
{
NoPipe =
[
"weapon_vomitjar"
"weapon_molotov"
]
}

Set the convert.tbl like this
...
weapon_pipe_bomb = "NoPipe"
...
or
...
weapon_pipe_bomb = "rng_NoPipe"
...
This converts pipe bombs to molotovs or vomit jars randomly.
60 Comments
skysky199  [author] 12 Apr @ 2:10am 
@Macus1968

改好了 自行更新settings.tbl
BakerBochMod 11 Apr @ 9:14pm 
设置枪械Count这块,可以把手枪独立出来吗?(说实话无限马格南有点破衡了)
skysky199  [author] 9 Apr @ 1:54am 
@Macus1968

無法訂閱不是我的問題 是Steam Workshop的問題
skysky199  [author] 4 Apr @ 2:01am 
沒事啦 找到就好
时空之轨迹 4 Apr @ 12:12am 
對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起對不起
skysky199  [author] 3 Apr @ 10:41pm 
不然你試著拉出ems 然後讓腳本重跑看看
skysky199  [author] 3 Apr @ 10:33pm 
還是正常的
我都是全開在測的
不是ems設定有誤 就是那個跟其他的有衝
时空之轨迹 3 Apr @ 9:46pm 
確實有影響,我正在從其他159個腳本mod裏找出導致衝突的
skysky199  [author] 3 Apr @ 9:42pm 
我發現了我剛更新的有地方寫錯了
雖然不知道有沒有影響