Left 4 Dead 2

Left 4 Dead 2

Special Infected Synchronization (Competitive)
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Update: 2 Dec, 2023 @ 6:35am

Bug Fixes
  • Moved the `SITotal` variable from the `SISync.Update()` function into the `SISync.RespawnCheck()` function. This reduces the `cm_MaxSpecials` or `MaxSpecials` variable by `1` for each special infected spawned and should prevent the special infected from exceeding the limit set by the `MaxSpecials` variable.

Update: 1 Dec, 2023 @ 9:00pm

Additions
  • Added the `ModifyCMMaxSpecials` option to `~/ems/sisync-comp/cfg/settings.txt`. This determines whether `cm_MaxSpecials` is allowed to take priority over the `MaxSpecials` variable if it isn't already set.
  • Added the `ModifySpecialLimits` option to `~/ems/sisync-comp/cfg/settings.txt`. This determines whether each individual special infected limit is allowed to be modified by the add-on itself.
Changes
  • Used `cm_SpecialRespawnInterval` so it can take priority over `SpecialRespawnInterval`.
Bug Fixes
  • Created the `SISync.Update()` function and added it to the scope on round start so it can run every second. This prevents potential conflicts with other add-ons utilizing the `Update()` function.
  • Set `SessionOptions.cm_SpecialRespawnInterval` to `0` in the `foreach` loop for every special infected spawned. This should reduce the chances of desynchronized spawning.

Update: 20 Nov, 2023 @ 2:30am

Additions
  • Allowed the initial spawn delay of the SI to be randomized with the `InitialSpawnDelayMin` and `InitialSpawnDelayMax` variables.
Changes
  • Modified the VScript to hold the variables, tables, and arrays in a single table while also allowing the functions to reference the `::SISync` table. This should improve compatibility with other add-ons as the variables, tables, and arrays will be contained in the global table itself.
  • The settings and converter are separated into their own `.nut` files and will now be referenced in the `sisync-comp.nut` file instead.
  • Removed the `hunter_pounce_max_loft_angle` command variable from the `convars.txt` file so it can use its default value instead.
  • Added a `try/catch` statement to the compilestring in the `sisync-comp_converter.nut` file to remove any invalid variables from the `settings.cfg` file instead of causing an error.
  • Changed the default values of `RespawnIntervalMin` and `RespawnIntervalMax` to 26 and 30 respectively to make the SI spawns more unpredictable.

Update: 2 Nov, 2023 @ 7:05pm

Additions
  • Imported the thumbnail of this add-on into the VPK file.

Update: 2 Nov, 2023 @ 4:00pm

Changes
  • Reworked the `LoadSettings` function in the `sisync` table to allow any value besides `true`, `false`, or `null`.
  • Allowed the `ProhibitBosses` variable to be set to any other value to let the game handle boss spawning instead.

Update: 28 Oct, 2023 @ 9:22pm

Bug Fixes
  • Removed `si_count.pop()` from the `OnGameEvent_player_death` function since `si_count.clear()` removes all the special infected from the array when their respawn timer is finished. This should prevent the special infected from being desynchronized.

Update: 18 Oct, 2023 @ 12:45pm

Bug Fixes
  • Added an `if` statement in the `Update()` function to determine if the base game mode being played isn't Versus to determine whether to execute the `damage_check()` function. This fixes a bug where the survivor being pulled by a Smoker would take more damage than usual when playing Versus.

Update: 7 Oct, 2023 @ 5:00pm

Additions
  • Added the `ProhibitBosses` variable into both the `MapOptions` table and `settings.txt` file.
Bug Fixes
  • Moved the `cm_AggressiveSpecials` variable into the `MapOptions` table. This allows the variable to be utilized when it intitially did nothing before.

Update: 7 Oct, 2023 @ 11:45am

Changes
  • Added the `ScriptMode_Init` function to `scriptedmode_addon.nut`. This allows the add-on to work without relying on other add-ons to activate Scripted Mode.

Update: 4 Oct, 2023 @ 5:07pm

Additions
  • Added a new option in `settings.txt` which would allow the infected to spawn in most crescendo and onslaught areas before the events actually start. This is done by removing all `BATTLEFIELD` and `BATTLESTATION` spawn attributes on round start.