Left 4 Dead 2

Left 4 Dead 2

Interneted's Custom Events Lib
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Update: 24 Apr @ 5:34am

- OnSkeetHunter: Fixed a bug where shooting multiple hunters with a single shotgun blast only updates the first hunter's total shot information.

- OnSkeetTankRock: Fixed a bug where skeeting multiple rocks with a single shot only fires the event once.

Update: 21 Jan @ 6:12am

OnSpecialTriggerCarAlarm: Fixed a bug where triggering the car alarm with the boomer fires for every single car alarm that is triggered after its death by utilizing the z_exploding_outer_radius convar value.

Update: 18 Dec, 2024 @ 3:01am

OnClearSpecial: Hot-fixed some clear methods not deleting the smoker's info when releasing a survivor.

Update: 17 Dec, 2024 @ 7:36am

- Second parameter of every custom events now use the cloned parameters of the leftover game events to avoid mutable changes.
- Second parameter table now contains the event parameter to display which leftover game event used to fire the custom event.
- OnChargerDeathCharge: When a player leaves the game, the custom event will fire with the charger bot as the provided userid.
- OnSpecialTriggerCarAlarm: Invoke the use of m_hLastAttacker netprop for extra check when triggering car alarm with boomer explosion.
- Fixed a few thinker functions and main firing functions not using root of the event table.
- Added a new custom event: OnMeleeCrownWitch.

Update: 10 Dec, 2024 @ 10:51pm

Fixed console errors on charger_carry_kill event.

Update: 10 Dec, 2024 @ 1:51pm

Revamp #2 final part

OnMeleeSkeetHunter, OnSkeetHunter, OnClearSpecial, OnKillBoomer:
- Transfer special infected data when a bot replaces a player's control, happens mostly when a player becomes a tank or leaves the game.

OnKillBoomer
- Fixed spawn time info resetting when a bot replace a player.

OnChargerDeathChargeByBowl
- Stores the charger handle instead of their index.
- Boomer explosion that pushes the player that is currently getting up to trigger_hurt will not count as a death-charge.
- Revamped algorithm, plan:
* Store information of the survivor upon charger impact.
* Keep track of the survivor's information while impacted.
* Delete the survivor's information when reached the ground and not touching any trigger_hurt that deals above 200 damage.
* When the damage type is DMG_FALL (1 << 5), check for "survivor_incap_max_fall_damage" convar.
* params.height is going to be the survivor's highest height while impacted.
* I am not going to transfer information on charger bot replaces the player.

OnChargerDeathCharge
- Stores the charger handle instead of their index.
- survivor's zpos info is updated on charger_carry_start instead of charger_charge_start.
- Revamped algorithm, plan:
* Store information of the survivor upon charger impact.
* Keep track of the survivor's information while impacted.
* Delete the survivor's information when reached the ground and not touching any trigger_hurt that deals above 200 damage.
* When the damage type is DMG_FALL (1 << 5), check for "survivor_incap_max_fall_damage" convar.
* params.height is going to be the survivor's highest height while impacted.
* Transfer information on player_bot_replace and bot_player_replace.
* Charger carries an impacted survivor, delete info.

OnSpecialTriggerCarAlarm
- Invoking the use of OnTakeDamage and OnCarAlarmStart output.
- Revamped algorithm:, simplified plan:
* Think function to connect outputs OnTakeDamage and OnCarAlarmStart.
* Store, delete, make use of the variables, as well as firing the custom event in the subsequent event order.
* Event order as follows: player_death -> triggered_car_alarm -> boomer_exploded -> OnCarAlarmStart -> Delay_triggered_car_alarm -> OnTakeDamage -> Delay_OnCarAlarmStart

Overall, a lot of bug fixes and improvements.

Update: 26 Nov, 2024 @ 1:32am

Revamp #2 part 1

OnHunterHighPounce:
-Fixed a bug where the hunter's origin data is not correctly updated when apex is reached.
- Implemented a better way to update the hunter's origin data when pouncing a survivor from the bottom and apex is not reached.
OnKillBoomer:
- Utilizing player_spawn to save time information instead of GetAliveDuration(), that function starts counting time on spawning in versus instead of first time spawning.
- Fixed time parameter in extremely rare cases return negative numbers.
OnDeadstopHunter:
- Fixed a bug where the hunter's origin data is not correctly updated when apex is reached.
- Apply the usage of think function to check the hunter's state, this is the best that I can think of as of now.

Dear VScripters, if you know some way to make it work without using a think function, please respond to me, m_isAttemptingToPounce netprop seems to be inconsistent, feel free to look at the source code inside the vpk, as well as things I have tried. :)

OnMeleeSkeetHunter:
- Contents of survivortable parameter is now changed, it will now store the survivor entity handle instead of entity index.
OnSkeetHunter:
- Added prop_minigun and prop_minigun_l4d1 to the weapon list.
- Contents of survivortable parameter is now changed, it will now store the survivor entity handle instead of entity index.

I still don't know to prevent skeets from non-direct explosive ammo and grenade launcher. :(

OnClearSpecial, complete rework:
- Update the special's scope when a jockey incaps/ledge-hangs a survivor or a smoker ledge-hangs a survivor.
- Clearing by killing the special is now handled by the player_hurt event, with the exception of the smoker, where the weapon used are inferno, fire_cracker_blast, and entityflame only.
- Clear jockey and smoker's info on player_incapacitated_start and player_ledge_grab for extra caution other than jockey_ride_end and tongue_release.
- Make use of m_carryVictim, m_pummelVictim, m_tongueVictim, m_jockeyVictim, and m_pounceVictim netprops.
- Fixed time parameter in extremely rare cases return negative numbers.
- Cache system now stores the player handle instead of their index.
- Improved hunter clearing algorithm, it's not perfect, since hunter related events are very limited and buggy as hell.
- Fixed event firing when shoving a jockeyed survivor too quickly which will not free the survivor (extremely rare), not perfect.

Update: 19 Jun, 2024 @ 12:54pm

Small Update 20/06/2024: Fix typo.

Update: 18 Jun, 2024 @ 7:14am

Update 18/06/2024:

  • Added more checks and events on OnSpecialTriggerCarAlarm on cases where survivors trigger the car alarm using explosive ammo.
  • Added more checks and events on OnClearSpecial on scripts that utilizes Stagger() function to clear.
  • Added and deleted more checks on OnChargerDeathCharge where it deletes survivor information too early.
  • Added a new event, OnChargerDeathChargeByBowl, does as it says, you know the deal.

Update: 11 Jun, 2024 @ 10:50pm

Small Update 12/06/2024: Added more checks to OnSpecialTriggerCarAlarm to reduce the risk of errors and inconsistencies.