Left 4 Dead 2

Left 4 Dead 2

OBOW: Pistols - 9mm +HP script
22 Comments
Eagle 5 Mar, 2020 @ 6:55am 
Not sure why but my Ammo capacity is still 15 even after a game restart. The only other mods I use are weapon specific and character skins and cosmetics.
Lankycide  [author] 5 Nov, 2017 @ 11:11am 
If you compare these to how they were in vanilla, then you're absolutely right. But if you compare these to any of the Tier 2 primary weapons, then these are now decent. The fact that they no longer have any piercing makes them tricky to use though, and are best used for one-one Common clearing if you're using a Primary that can't do horde-busting, like an AWP or Scout.

Try to think of these as another Primary without comparing them to past experience. :) Either way, thanks for the feedaback.
GS-Dolan 5 Nov, 2017 @ 4:08am 
damn dude they got op as ****
Lankycide  [author] 14 Oct, 2017 @ 4:42am 
For ammunution types that are limited, you are correct. But ammos also have built-in effects, such as shotguns that deal bonus damage when within a certain range of the target, and hard-coded instant Common kills.
Jess 14 Oct, 2017 @ 4:21am 
Ah, makes sense, I thought those values only served the purpose of altering ammo capacity, obviously.
Lankycide  [author] 14 Oct, 2017 @ 4:08am 
Oh, that's what allows the guns to gib Commons, and has a hard-coded effect of killing them in one shot regardless of damage, like a Hunting/Sniper bullet. And yes, they're both infinite. I just wanted the weapons to feel less like BB guns, leaving a tiny 2D blood decal and nothing else.
Jess 14 Oct, 2017 @ 3:19am 
Also, what's the point of changing the ammo type from default pistols to the Magnum capacity? Aren't they both infinite?
Jess 14 Oct, 2017 @ 3:17am 
Alrighty then, can't see why not.
Lankycide  [author] 14 Oct, 2017 @ 3:16am 
Yeah, they are. An issue with many vanilla weapons, I'm afraid. Try those Brownings I told you about. They're awesome! Be sure to give the author some kudos if you do. :)
Jess 14 Oct, 2017 @ 3:10am 
Mhm, the reload for the stock pistols are awful though.
Lankycide  [author] 14 Oct, 2017 @ 3:00am 
In vanilla? Yeah, that sounds about right. Regardless, I felt it was too slow in vanilla. A pet-peeve I've got about many, many games is their reload animations look great, if the player was at a firing range and relaxed. Battlefield 4 is a good example with many of their guns. I want my character to look like they're hopped up on adrenaline in the middle of a warzone when they reload, ya know? It's such a small change in the big picture, but it makes a huge difference for immersion.
Jess 14 Oct, 2017 @ 2:46am 
My best guess is the reload speed is 2.5 seconds.
Lankycide  [author] 14 Oct, 2017 @ 2:38am 
This happens with me sometimes too. You see, I increased the Pistol's reload speeds with this script, and because of that, some custom weapons become jittery for some reason. I use the Browning High Powered Additional Animation Experiment mod's pistols, and then it works flawlessly.

At the same time, I really don't want to reset the reload speeds back to vanilla, since I find my faster reloads are so much less tiresome to wait through.
Jess 14 Oct, 2017 @ 2:34am 
Something seems off with the reload animations, it could be I use a Glock mod and the animations aren't happy when dual-wielding? I'll poke the script to see if I can fix this.
Lankycide  [author] 10 Oct, 2017 @ 12:30am 
No prob. ;) I was disappointed when I didn't see a "can-have-laser-sight" option, since that's how I imagined it would work in a script. Still, I balanced the accuracy of my Pistol and Magnum scripts in such a way that it's almost like they already had one on, so that one isn't necessary. I'm quite happy with them, since it makes a bit of sense that handguns would have the best accuracy on the move.
Caliburn 9 Oct, 2017 @ 11:40pm 
Damn, thanks anyway
Lankycide  [author] 9 Oct, 2017 @ 10:56pm 
@WELCOME TO MY MINE - As it currently stands, that's impossible, I'm afraid. I think it can be done, but only if I switch the pistols to the Primary weapon slot. I might make a Primary pistol script later, but I've got quite a few things in the works first, including "gritty realism" scripts for the guns.
Caliburn 9 Oct, 2017 @ 6:21pm 
Could you add the ability for pistols to use laser sights?
Lankycide  [author] 9 Oct, 2017 @ 2:06am 
You feel they're too powerful? I'll take a look with some playtesting, and nerf it if I find they're too strong. Just keep in mind that my objective for these weapons was to make them equivalent in damage per second to an Assault Rifle, so you'd have a not-weak backup weapon when using an AWP or similar primary that makes you unable to deal with hordes. Or if you're just simply out of ammo.

Oh, and I did make an alternate version called "Five-seveN" scripts that you may prefer, but their damage is almost as high as these. As I said, I'll do some testing. Thanks for the feedback! :)

EDIT: I tweaked all of my Pistol scripts a bit, including damage. It's still as high as a Primary weapon though. Let me know what you think.
Eri 23 Sep, 2017 @ 8:22am 
damage way too high, maybe just make a .40 ammo and normal 9mm ammo script please? with infinite ammo this is kill machine
Lankycide  [author] 22 Sep, 2017 @ 11:24am 
MaxPlayerSpeed does nothing? I was beginning to suspect it when running around with my M60 wasn't affecting my move speed. Thanks for the tip! ;)

DuelCycle is, I think, supposed to be the fire rate when using two pistols, while CycleTime is definitely the fire rate of a single one. For some reason, I can't seem to change duel fire rates. Originally, the variable was called DuelCycleTime, but that didn't work, then I kept renaming it. What you're seeing there is my final attempt at editing duel pistol fire rates, and it doesn't work either. The update is coming later tonight (by my timezone), and that variable will be removed.

Item flags and obscure properties? Hmm... Not really... Actually, I did figure out the left/right-handed issue with the Counter-Strike weapons. Feel free to check any of my Counter-Strike weapon scripts for an explanation on that, if you don't already know. :)
Alex_D #NoWar 22 Sep, 2017 @ 9:03am 
I'm afraid that MaxPlayerSpeed does nothing. You run as fast with a sniper rifle as you do with pistols, despite the default scripts having different values. This is merely a Counter-Strike leftover, like the price and, sadly, anim extension.

I did deduce the dual reload/deploy duration lines myself, but I always thought that the dual cycle was simply CycleTime divided by two. Do you have any knowledge on "item flags" and other obscure properties to share?