Left 4 Dead 2

Left 4 Dead 2

Special Infected Synchronization (Competitive)
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Update: 3 Aug, 2024 @ 8:30pm

Bug Fixes
  • Fixed a bug where the `ValidAreaSearchInterval` option would save the current time for each survivor instead of being a static timer.

Update: 3 Aug, 2024 @ 1:30pm

Additions
  • Added the `DespawnDelay` option to the `manualspecialspawn.txt` file which requires special infected to stay out of sight at a certain distance for a specified amount of time.
  • Added the `DistanceChunkCount` option to the `manualspecialspawn.txt` file which determines how many chunks of the nav array it will split into before it randomizes indexes in each one.
  • Added the `NavTakenFlowDist` option to the `manualspecialspawn.txt` file which determines whether special infected can spawn close to each other within the distance set by the `NavTakenProximity` option if they are outside of the flow distance.
  • Added the `RandomizeNavArrayInChunks` option to the `manualspecialspawn.txt` file which determines whether the sorted nav areas will be randomly reordered in chunks for all special infected.
  • Added the `ValidAreaFoundInvalidCount` option to the `manualspecialspawn.txt` file which determines how many invalid nav areas need to be found before preventing special infected from spawning. This option only goes into effect if the `WaitForValidAreas` option is set to `true`.
  • Added the `ValidAreaFoundValidCount` option to the `manualspecialspawn.txt` file which determines how many valid nav areas need to be found before allowing special infected to spawn. This option only goes into effect if the `WaitForValidAreas` option is set to `true`.
  • Added the `ValidAreaSearchInterval` option to the `manualspecialspawn.txt` file which will only validate nav areas at set intervals. This option only goes into effect if the `WaitForValidAreas` option is set to `true`.
  • Added the `ValidAreaSearchRadius` option to the `manualspecialspawn.txt` file which attempts to find a valid area that is not too close to any survivor before deciding whether to allow special infected to spawn. This option only goes into effect if the `WaitForValidAreas` option is set to `true`.
  • Added the `ValidateAreasNearBosses` option to the `manualspecialspawn.txt` file which determines whether the `WaitForValidAreas` option applies to active bosses as well.
  • Added the `ValidateBuildPath` option to the `manualspecialspawn.txt` file which attempts to find a valid build path before deciding whether to allow special infected to spawn.
  • Added the `BurningTankHealthPercent` option to the `passivetank.txt` file which forces the Tank to rush in if he is on fire and the percentage of his current health is less than the value set by this option.
  • Added the `CeilingCheck` option to the `passivetank.txt` file which determines whether tracelines should be used to determine if the Tank is eligible to throw rocks on the nav area.
  • Added the `CeilingHeight` option to the `passivetank.txt` file which determines how high the ceiling needs to be on the chosen nav area for the Tank to not consider throwing rocks.
  • Added the `NearFireDelay` option to the `passivetank.txt` file which determines the delay after the Tank is close enough to the fire before the build path updates again.
  • Added the `ThrownMolotovFlowDist` option to the `passivetank.txt` file which determines how close the Tank needs to be to a thrown molotov in flow distance for him to try to evade.
  • Added the `ThrownMolotovRange` option to the `passivetank.txt` file which determines how close the Tank needs to be to a thrown molotov in distance for him to try to evade.
  • Added the `FlowDistanceMultiplicationCap` option to the `passivewitch.txt` file which determines the maximum number the flow distance will be multiplied by.
  • Added the `FlowDistanceMultiplicationSpeed` option to the `passivewitch.txt` file which determines the base survivor speed used for multiplying the flow distance.
  • Added the `MultiplyFlowDistBySpeed` option to the `passivewitch.txt` file which allows the `FlowDistanceBehindWitch` option to be multiplied based on the average survivor speed.
Improvements
  • Replaced a lot of tables with variables by adding them to each entity's scope to make the VScripts more stable.
  • Optimized the `ManualSpawnCheck` function to improve performance and reliability.
  • Optimized the Tank's fire avoiding capabilities to improve performance and reliability.
  • Allowed the Tank to throw rocks when he reaches a desired nav area chosen for rock throwing.
  • Added another `if` statement to the `ShouldSpecialsSupportTank` function to allow special infected to spawn if any survivor is ahead of the Tank in flow distance.
  • The nav table will now randomize all nav areas before searching through the indexes.
  • Changed the `attacker` param to `attackerentid` to allow common infected and Witches to interrupt the revive.
  • Replaced the Witch's sequences with `m_rage` and `m_wanderrage` net props to make special infected more likely to attack survivors while the Witch is angered.
  • The initial spawn timer for special infected can now reset during cutscenes.
  • The `FrustrationCounter` option will now increment by `1` if a player passes the Tank to a bot.
  • Special infected will now immediately attack if a passive Tank is either on fire or ahead of the survivors in flow distance based on the `PassiveFlowDistMax` option.
  • Special infected will now spawn even if a player is standing on a no flow attribute.
  • Set the `witches_in_radius` variable's limit to `1` to allow special infected to spawn if survivors are close to more than one Witch.
  • A random survivor will now be prioritized instead of the highest flow survivor if any survivor is near the starting safe area.
Changes
  • Added three new numbers to the `DistanceCalculation` option. Setting it to `3` will sort the navigation meshes by distance plus flow distance based on Units Increasing Toward Goal, `4` will sort the navigation meshes by distance plus flow distance based on Units Increasing Away From Start, and `5` will sort the navigation meshes by the length of the build path if the `ValidateBuildPath` option is set to `true`.
  • Added a new number to the `DistanceOrder` option and shifted the available numbers one unit to the right. Setting it to `0` will skip the sorting algorithm altogether.
  • Added the `NavVisibilityCalculation` option to the `passivetank.txt` file.
  • Replaced the `NavMaxSearch` option with `ValidAreaSearchInvalidCount` and `ValidAreaSearchValidCount`.
  • Changed the `SpecialSyncNearTankMode` option to an integer. Setting it to `0` will allow special infected bots to spawn when they are able to, `1` will force special infected bots to wait until a bot Tank is close to a survivor, and `2` will force special infected bots to wait until either a bot or player Tank is close to a survivor.
  • Renamed the `AlwaysSpawnWithPlayerTank` option to `SpecialSyncNearTankMode`.
  • Renamed the `HidingSpotRange` and `HidingSpotFlowDist` options to `PassiveSearchRange` and `PassiveFlowDist` respectively.
  • Renamed the `MultFlowDistBehindWitch` option to `MultiplyFlowDistByTime`.
  • Moved the `SpecialSyncNearTankMode` option to the `settings.txt` file.
  • Removed some options related to build paths from the `passivetank.txt` file as they are no longer needed.
  • Removed the `CheckBuildPathInterval` option from the `passivetank.txt` file as the `PassiveInterval` option already takes care of the passive Tank's think intervals.
  • Removed the `FlowDistanceBacktrackingWitch` option from the `passivewitch.txt` file.
  • Removed the `z_large_volume_mob_too_far_xy` and `z_large_volume_mob_too_far_z` command variables as the `PreferredSpecialDirection` option is now set to `-1` by default.
Bug Fixes
  • Fixed a bug where the `AddHiddenSpawns` function used the `DistanceCalculation` option from the `PassiveTank` table instead of the `ManualSpecialSpawn` table.
  • Fixed a bug where the no flow attributes would not count regardless of whether the `CanSpawnOnNoFlowAttributes` option was set to `true` or not.

Update: 12 Jul, 2024 @ 11:00am

Additions
  • Added the `WaitForSpecialPlayerDelay` option to the `settings.txt` file which allows special infected bots to still spawn for a certain amount of time after a special infected player dies.

Update: 10 Jul, 2024 @ 8:00pm

Additions
  • Added the `AlwaysSpawnWithPlayerTank` option to the `passivetank.txt` file which determines whether special infected bots can immediately spawn regardless of the Tank's distance if a player is controlling him.
Bug Fixes
  • Added the `!IsPlayerABot` statement to the `TankRushCheck` function to fix a bug where player-controlled Tanks could not throw rocks unless they were within a radius determined by the `TankRockThrowRange` option.
  • Fixed a bug where special infected bots would not spawn if only one Tank is active and is controlled by a player.

Update: 10 Jul, 2024 @ 11:00am

Changes
  • Allowed special infected bots to skip the initial spawn timer if a special infected player is active.

Update: 9 Jul, 2024 @ 4:00pm

Additions
  • Added the `CalculateAIDamageScore` option to the `settings.txt` file which adds the amount of damage the special infected bots have done to the survivors to the team's damage count in Versus.
  • Added the `PreventAttacksDuringStagger` option to the `settings.txt` file which prevents the special infected from attacking during staggers.
  • Added the `NavMaxSearch` option to the `manualspecialspawn.txt` file which determines how many nav areas the `FindInvisibleAreas` function should search through until it finds a valid nav area. This option only goes into effect if the `WaitForValidAreas` option is set to `true`.
Changes
  • Duplicated the `NaxMavInvalid`, `NavMaxValid`, and `NavMaxSpotted` options into the `passivetank.txt` file.

Update: 7 Jul, 2024 @ 5:00pm

Bug Fixes
  • Added another check to the `ShouldSpecialsSupportTank` function to see if the `EnablePassiveTank` option is enabled. This should allow special infected to spawn in with Tanks if the `ShouldAllowSpecialsWithTank` option is set to `true` and the `EnablePassiveTank` option is set to `false`.

Update: 7 Jul, 2024 @ 12:00pm

Additions
  • Added the `DespawnMinRange` option to the `manualspecialspawn.txt` file which determines how far the infected must be before they are allowed to relocate.
  • Added the `DespawnRushingInfected` option to the `manualspecialspawn.txt` file which determines whether common infected who are rushing should despawn if they are farther than the `DespawnFlowDist` and `DespawnMinRange` options.
Changes
  • Allowed special infected players to teleport closer to survivors while they are in their ghost state if their flow distance is greater than the `DespawnFlowDist` option.
  • Reverted the change that allowed infected to despawn if they are ahead of the leading survivor. They will still naturally despawn ahead of the survivors if they are on invalid navigation meshes.
  • Reverted the change that allowed infected to not despawn if they are on navigation meshes marked with either the `BATTLEFIELD` or `FINALE` attribute.

Update: 5 Jul, 2024 @ 6:22pm

Changes
  • Added two statements to the `CommonSeparationCheck` function to prevent common infected from despawning if they are on navigation meshes marked with either the `BATTLEFIELD` or `FINALE` spawn attributes while the `DespawnFarInfected` option is enabled.

Update: 5 Jul, 2024 @ 2:00pm

Changes
  • Used flow distance instead of distance for determining whether the special infected is farther away from the survivor with either the lowest or highest flow than the `DespawnRange` option. This should make it more accurate to Versus.
  • Special infected can now despawn if they are too far away while ahead of the survivors.
  • The `NavVisibilityCalculation` option should no longer have any influence for the `CommonSeparationCheck` and `SpecialSeparationCheck` functions.
  • Decreased the default value for the `FlowDistMax` option to `750`.
Bug Fixes
  • Removed the `DespawnInterval` from the `manualspecialspawn.txt` file as it is no longer needed. This fixes an issue where the respawn pop-up would constantly disappear even if the special infected player was far enough away.