Left 4 Dead 2

Left 4 Dead 2

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Mutated Common Infected (Vscript)
   
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Infected: Common Infected
Game Content: Scripts
Game Modes: Single Player, Co-op
Content Descriptors: General Mature Content, Frequent Violence or Gore
File Size
Posted
Updated
21.713 KB
7 Apr @ 5:41pm
1 May @ 6:20pm
4 Change Notes ( view )

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Mutated Common Infected (Vscript)

In 1 collection by kurochama
Terror Series: Apocalypse of the Mutated Infected
30 items
Description
"Do you know that some animals with beautiful colors are usually deadlier?"

& that's also applied to zombies. Yeah, with this mod, some common infected will glow, but that's also a reason why you must shoot them at all costs.

This mod is actually an experiment for my upcoming mod, "Boomer Army Invasion". Somehow, the method to change skin color via vscript that I used on special infected & tank didn't work on common infected, so that's why I took initiative to use glow instead. As this is still experimental, there's no cfg file yet. For the details of the glow colors & the danger levels, I'll explain it on the mechanisms below.

Mechanisms of "Mutated Common Infected":
  • Common infected will start to mutate when a special infectes spawns or when a survivor player is back from afk.

  • Here's the table of the types of mutations & the traits (from low to high danger level):
    Glow Color
    Traits
    Green
    (Acid CI)
    - Drops acid when attacking a survivor
    Blue
    (Disarmer CI)
    - Can disarm primary gun when attacking a survivor.
    Light Yellow
    (Vomit CI)
    - Biles a survivor when attacking
    Yellow
    (Troll CI)
    - Imagine getting punched by tank, but it's CI :D
    Orange
    (Inferno CI)
    - High threat
    - spawns flame on the ground when attacking a survivor
    Red
    (Suicide CI)
    - High threat
    - Explodes when attacking a survivor
    Purple
    (Coma CI)
    - High threat
    - Has 10% chance to reduce survivor's total health to 12
    - Causes black & white debuff when attacking a survivor

  • Each common infected will only have one trait.

  • The glow of the mutated common infected will show up only in medium range (around 5-6x melee range).


So, if you get bored of the normal common infected, you can try this mod. Imagine playing a minigame where you have to shoot the right common infected.


NOTES:
  • A known bug: If you're attacked by "Troll Common Infected" in a place where you can't jump (for example, vents), there's a chance that you'll get stuck on the ceiling.
16 Comments
kurochama  [author] 9 Jun @ 12:23am 
@Cheetos , thanks. I'm glad to hear that you like the Terror Series. As for some SI variants, the invisible ones are usually not as dangerous as some mini bosses or certain variants (except Cena/ Invisible Witch), as their purpose is more to annoy players. As all variants have each cfg file to configure spawn chance, you can change it manually. For the variants that can instantly kill, you can set the chance to very low or even disable them, as actually those variants are for some horror themes (in case if some people want to feel a "terror" & anxiety when the deadly ones spawn).
For CI glow that's visible through wall, unfortunately I still have no idea about how to change it. Some glow colors are actually set to fit the types (like green= acid, blue= disarm like disarmer boomer, orange= fire, etc), though not all of them are set that way.
Cheetos 8 Jun @ 8:19pm 
Hey, I'm a huge fan of this series! (This comment applies to all of the terror series mods) I've been playing with it for a bit and I have some feedback / suggestions. First, it would be nice to have the default spawn chances for the SI variants to be preconfigured -- 10% chances been working for me. Some of these mods, like this one, don't even have adjustable chances.

Some of the SI are also definitely unbalanced. I don't like the ones that are invisible or the ones that instantly kill you. Frankly, that's just not good game design. For the common infected, the spawn chance is way too high and the ability to see them through walls is a bit weird. I would prefer if they just glowed the relevant color (like how the toxic boomer glows green, for example).

On a positive note, I do like how the mutations are announced (and I wish every mod here would do that), and I also like how they all work visually even with custom models.
ForlornLarva117 17 May @ 7:43pm 
You are talented.
Unsants 2 May @ 1:39pm 
@kurochama Much better, the game no longer crashes :steamthumbsup::steamhappy:
Unsants 1 May @ 9:04pm 
@Kurochama Okay, I'm going to check it out again, see how it goes :steamhappy:
kurochama  [author] 1 May @ 6:31pm 
@Unsants , I updated the bug fixes on acid & flame spam bugs. I tested 50 common limit (normal limit is 30) & there's no problem. I haven't tested common limit higher than 50 yet though, as even vanilla bots started to struggle much with 50 common with colored glows & triggered numerous traits continuously.
kurochama  [author] 1 May @ 3:10pm 
@Unsants , some common infected that trigger acid & fire on the ground, & also the suicide common are usually the ones causing some lags if a survivor gets hit multiple times. I tested it with normal number of common before, because testing with increased number would increase the difficulty level several folds. Probably I'll add some spam fixes first, because there's a chance that acid & suicide common might spam the acid attack to trigger acid multiple times.
Unsants 1 May @ 1:42pm 
I'm not sure, but I don't think you can use this mod with one that increases the number of common infected, nor with a mod that removes the lag between common hits, as it crashes the game, I guess it's kind of understandable why it happens, but I think you should see some cooldown, or something for Spitter's acid that I see repeating this a lot, and quickly incapacitates survivors, I'm not sure if that's also due to the crash, it can be other things as well, I don't know if you'd like to add a common infected mutation chance when a special infected appears, so that there aren't as many mutated common infected and maybe the game is less likely to crash, and thus be able to adjust the probability of a common infected mutating, when a special infected is generated 🤔
kurochama  [author] 13 Apr @ 3:23am 
@TheTeaa , I'm not sure, but basically it's possible to show amount of damage & the remaining health via event functions. But I'm still not familiar enough with adding health bar above enemies, as I usually only put the health display either on chat or instructor hints.
TheTeaa 13 Apr @ 1:44am 
hey I think there are sourcemods for health bars above enemies and damage numbers like fortnite's. Do you think they could be done at some point kuro? :)