Left 4 Dead 2

Left 4 Dead 2

TrueTalkerDS
Showing 51-60 of 68 entries
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Update: 21 Apr, 2021 @ 11:22am

Fixed an issue where certain survivors still say their end-saferoom lines on Survival/scavenge

Update: 19 Apr, 2021 @ 12:06am

- Accidentally uploaded the VPK without one of the logged changes just now. Whoops. It's fixed now!

Update: 19 Apr, 2021 @ 12:03am

- Small compatibility tweaks for Farewell Chenming and Dark Wood (Extended)

- PlayerFriendlyFire lines will no longer happen if the rescue vehicle has been spotted.

- Removed "PlayerSpot<Specific>" rules. (They were the L4D1's method for spotting weapons with "Look!" which is no longer in use in L4D2)

- Generic PlayerTransition, PlayerGetInsideCheckpoint, and PlayerLockTheDoorCheckpoint and SafeSpot specific PlayerStayTogether responses will no longer play in survival or scavenge

Update: 11 Apr, 2021 @ 10:38am

Fixed The Generator count context not working for The Sacrifice - True Ending. (Fixes plenty of other inconsistencies between the stock version and the addon map.

Update: 7 Apr, 2021 @ 10:13pm

Fixed a potential Swamp Fever - Chapter 1 intro

Fixed an issue where survivors do not initiate a conversation with Virgil before starting the swamp fever finale.

Fixed an issue where Zoey can call out the Boat's arrival in Death Toll prematurely

Fixed an issue where L4D1 survivors still swear after turning on and restarting the generator as though they accidentally unpressed.

Update: 8 Feb, 2021 @ 2:28am

- Changed the target and concept for "radio_fake_button" on c5m5_bridge's lump file so that the orator makes the first response.

- Gave all c5m5button1 and follow-up rules for the survivors the from criteria so that players cannot trigger it with custom vocalizers. (Orator scene spamming)

- Gave all C3M4Button and follow-up rules for the survivors the from criteria so that players cannot trigger it with custom vocalizers. (Orator scene spamming)

- Give all C1M2FirstOutsideResponse and follow-up rules for the survivors the from criteria so that playerrs cannot trigger them with custom vocalizers. (Orator scene spamming)

- PlayerHealingOther Rules (Except for Louis), Revive rules, reloading rules (L4D2 survivors only), and give item rules (L4D2 survivors only) will have "InCombatMusic" = 0 for normal/calmer responses and "InCombatMusic" = 1 (replaces "Intensity") for more intense responses

- Defined all possible "campaign" criterion definitions for modding use.

- Added rules for killing witches for all survivors (for the L4D2 survivors, there is a rule specific to cr0wning the Bride on c6m1_riverbank. Successfully pulling that off will trigger a short convo or one-liner depending on who killed her.)

- Reintroduced "WitchStartAttack" rules to keep track of a witch being aggro'd.

- Added "IsSurvivor" to the missing, applicable L4D1 SurvivorDied rules to prevent them from reacting on c6m3_port.

- Added "distancetoactor" "<600" to non-teamkill SurvivorDied rules. (Survivors will no longer react to a team member dying if they are too far away to notice.)

- Added "distancetoactor" "<400" to teamkill SurvivorDied rules.

- C6M3_ElevatorCancel rules for the L4D2 survivors will use their respective "_PlayerInfoRemarkableBlank<>" response set instead of their own unique response. (Each contained only one blank scene).

Fixed Errors Reported by the engine:
- scripts\talker\terror_player_addon.txt(token 2624) : Multiple definitions for criteria 'conceptc3m4button1a'

- No such criterion 'conceptc3m4buttonb' for rule 'c3m4button1bcoach'

- Adjusted healthfrac criteria specific to incapped survivors (They remain the same, they will simply take up one less criteria to optimize the coding.)

- Added Loud Revive rules for the L4D1 survivors in the case of an active tank.

- Added PlayerReviveFriendCritical rules for the L4D1 survivors in cases of intense combat (InCombatMusic = 1, the zombat theme must be playing).

- Added PlayerReviveFriendCritical rules for all survivors in case of Tanks (Will have a forcedweight value as to take priority over general intense/non-intense variants, but not for map specific variants)

- Added PlayerAlertGiveItem rules for L4D2 survivors in case of tanks (Same note as above log)

- Added PlayerHealingOther rules for all survivors (except Louis) in case of tanks (Same note as above)

Update: 14 Dec, 2020 @ 7:16pm

- This talker has coding support for and will now act like an accessory to Temari's Fatal Freight campaign. By having this talker installed while the campaign running, the talker will activate a logic_relay entity that he's placed in (almost) all chapters that kills logic_choreographed_scene entities and gives other entities extra outputs that make the talker function properly. Enjoy the work I put into this!

- Fixed the map criterion for c13m3_memorialbridge

- Several bugs fixed reported by the engine

- Added back a couple of rules previously removed for the Orator when the generators start on The Sacrifice (It turns out removing them broke the responses that were supposed to trigger)

- Fixed an error with one of whitaker's lines having the incorrect logic_relay targetname being designated.

Update: 14 Nov, 2020 @ 4:54pm

- Fixed the WorldC6M2_DownIntoBuilding info_remarkable entity. (How did I miss that? The spot will be just before the stairs leading into the bar, after the construction site.)

Update: 13 Nov, 2020 @ 11:01pm

Second hotfix: Fixed an issue where Survivors would continue their light nags after someone has already activated the lights in Dark Carnival - Chapter 5.

Update: 13 Nov, 2020 @ 9:57pm

Hotfix: Survivors will not respond to the News Chopper Pilot or the Ac130 pilot on FinalVehicleSpotted (They won't yell RUN! anymore)