Left 4 Dead 2

Left 4 Dead 2

Weapon Damage Boost (Vscript)
53 Comments
rojakperfect 26 Jul @ 12:38am 
And with the other mod too?
rojakperfect 26 Jul @ 12:35am 
I don't know. I use sv_infinite_ammo 1. Maybe i will try it. Btw thanks.
kurochama  [author] 25 Jul @ 11:01am 
@rojakperfect , did you reload the gun after changing the cfg file? The changes on the cfg only take effects after reloading the gun.
rojakperfect 25 Jul @ 7:46am 
I mean the cfgfile.txt and after trying again it have same problem.
rojakperfect 25 Jul @ 7:45am 
It works. And after that i change some parameter and it's doesn't work after i changed it.
kurochama  [author] 21 Jul @ 8:25pm 
@rojakperfect , play Singleplayer. Once your character spawns, exit to main menu. The cfg file will be generated in "ems" folder.
rojakperfect 21 Jul @ 5:48pm 
i can't find out the folder of cfgfile.txt
kurochama  [author] 1 Jul @ 8:41am 
@✟𝐆𝐔𝐒𝐈̇𝐎𝐍✟ , I'm not sure, but probably there's already such mod on workshop. It's actually not difficult to modify health, as some of my custom special infected mods have custom special infected with modified health that doesn't affect the normal special infected.
Hello Kurochoma,
I want to give you an idea that I think would be great. It would be better if you put a workshop mod where we can change the health settings of the infected via a txt file. When subscribing from the workshop, a ready txt file would come, and from there we could adjust the health of the infected, including normal zombies. I think it's a good idea.
kurochama  [author] 1 May @ 7:40pm 
@magicstick9121 , try to play Singleplayer, & then reload your gun. Before posting the last update, I tested it first because there were new features added, & the test worked well.
So, you can try to check the console after spawning or reloading a gun. If there are no red texts about some errors, the cfg file should show up.
magicstick9121 1 May @ 6:51pm 
Hi for some reason the "weapon damage boost.txt" file isn't in my cfg folder. Do you know where else it might be
kurochama  [author] 30 Apr @ 9:43pm 
@magicstick9121 , delete the "weapon damage boost.txt" file, & reload your gun or start a Singleplayer map. A new cfg file with the updated settings will be created.
magicstick9121 30 Apr @ 6:29pm 
Sorry for responding late, but could you breakdown step by step by what you meant?
L_M 27 Apr @ 7:59am 
ahhh so that how it works, i thought its bug from this mod:steamthumbsup:
kurochama  [author] 27 Apr @ 7:51am 
@L_M , I only registered zombies as the target for the damage boost, so friendlyfire between survivors doesn't activate damage boost. Probably other mods caused it. & afaik, only melee has the ability to transfer the damage boost to minigun, grenades or flames (for examples, if you switch to melee before using minigun, the minigun will apply the damage boost to melee. If you throw pipebomb or molotov & then you switch to melee, the damage boost is applied to pipebomb explosion & molotov flame.
As for saiyan pipebomb, that one always does burning damage so common infectes will instantly die. & if you also do the melee trick on saiyan pipebomb, the damage boost will also be applied to saiyan pipebomb.
L_M 27 Apr @ 7:33am 
or maybe its bug because sometimes its backfired me so i always get killed whenever i try hurt the bot LMAO
L_M 27 Apr @ 7:31am 
this mod really blast like everything its become oneshot althought i already decrease the chance and the boost, sometimes it make Tank die instantly and make it bug that he didnt die perfectly

and if you use "saiyan Pipebomb", its literally easy wipe and can oneshot anything. the weird thing is its registered like bullet so its always count headshot although its just do burning thing:steamhappy:

ah yeah it can shred the tank so fast like saiyan, it because it get boost from GL or any bullet? idk
kurochama  [author] 21 Apr @ 11:02am 
@magicstick9121 , last time I tested, it worked. Probably you can reset your cfg file by deleting it & then reload your gun, as I added a new feature on the last update.
magicstick9121 21 Apr @ 9:14am 
This script stopped working for me any idea why?
Hello, in this script the grenade launcher doesn't work. You can try it and check. Its original damage is normal, standard — there is no increase at all, definitely.
kurochama  [author] 7 Apr @ 1:06pm 
@GUSİON , sorry recently I got quite busy as I got several mods to take care of. I'm still not clearly sure about what you meant, but if it's only features about custom primary ammo that can bypass the default max ammo (example: 700 max ammo for rifle even when the max ammo is 360), there are some features on my "Merciless Bots" mod that work that way. I didn't make those features as a standalone mod because I thought it would be kind of OP, as with those feature even shotguns can have 900 max ammo even if the default max ammo is 72 or 90.
I don't have any problem beyond that, what I mean is, this will be a txt file, and from that file, we will have the original ammo counts for the weapons. For example, if an SMG has 700 ammo, we can change it to 1500 ammo. The weapons will remain as they were registered in the txt file.
kurochama  [author] 5 Apr @ 8:09am 
@GUSİON , I'm not sure if that may work properly. There's netprops to change ammo type, but afaik this also changes the max ammo of the gun (example: Changing ammo from smg to rifle will result in having only 360 max ammo)
Hello! I have an idea for a script that I think could be really popular. It would work alongside the existing EMS script where weapons are found, but this one would focus entirely on ammunition. Basically, it would let players change the type of ammo for each weapon. No one has really made a script like this yet, and I believe it would get a lot of attention. If you could develop it, I’m sure many people would appreciate it!
TheTeaa 15 Jul, 2024 @ 5:25am 
alright, I will make sure to check that out!
kurochama  [author] 15 Jul, 2024 @ 4:33am 
@TheTeaa , that's strange because last time I used this together with several other script mods including a bot mod "Bot Acid Evasion" that has similar method to make the scripts as "Cruel Bots". Probably you can check the console for errors, because usually there are some red texts explaining about errors when a mod stops working. Or you can try to enable only "Cruel Bots" & this mod to check if the bug still happens or not. If it doesn't happen, probably there's 3rd mod that causrd "Cruel Bots" to stop working.
TheTeaa 15 Jul, 2024 @ 3:54am 
I think the cruel bots mod doesnt work with this mod, because everytime I have them both on one of them stops working and the other is just fine
kurochama  [author] 1 Jul, 2024 @ 8:16am 
@时空之轨迹 , I already have a mod with that feature, though it's still bundled together with many other features on "Merciless Bots". The name of the feature is "Custom Primary Ammo" & it can bypass the max ammo of each weapon.

For now I still don't have enough time to write scripts for mods. Probably I'll make that mod later when I have time.
时空之轨迹 30 Jun, 2024 @ 11:54pm 
I don't speak English, so I use a machine translator.
Can you make a mod that modifies the amount of ammo in a weapon?
Ibekamsomtam 6 Jun, 2024 @ 6:40am 
@kurochama You saved me a lot of time, thanks! It works! Now all i have to do just include "Weapon Damage Boost" on GL scripts. It's simple but work and it's not actually dmg base on center of the explosion but having "two different dmg value" for GL's dmg to CI are nice. :steamhappy: I tried this mod before and never thought this way. Thanks kuro
kurochama  [author] 6 Jun, 2024 @ 12:02am 
@glucose , for that cheating weapon mod, I just checked, & it's based on player's crosshair. So, to put it simply, as the grenade launcher shell is slower than bullet, the effect of that mod might arrive earlier than the explosion. & for my "Weapon Damage Boost", I used 2 different modes. Value no. 1, 2 & 3 use mode 1 that deals bonus damage after the first shot hits/ deals damage on zombies, while value no. 4, 5 & 6 use mode 2 that deals bonus damage on a zombie targetedin the crosshair. So, if the damage on stumble radius is a grenade launcher damage & you use mode 1, the bonus damage should be added to the stumbled zombies. In fact, the stumble damage radius works on common infected to. If you want to check, you can set the value of the stumble radius cvars to 10000. I remember that I ever modified it for fun to create an insane GL for fun by increasing stumble radius with much bigger value than the explosion damage, & common infected kept dancing together on the ground.
Ibekamsomtam 5 Jun, 2024 @ 11:51pm 
@kurochama thanks buddy. And for the GL dmg, I don't think stumble radius deal any dmg to CI, it work on SI however where it just deal 1-3 dmg or maybe it just radius damage not stumble. But even so I looked over the chinese mod I mentioned before and I decide to used his weapon ability that remove a certain percentage of enemy in certain radius. I don't know if it's based on player cursor or actual bullet explosion tho, so yeet.
kurochama  [author] 5 Jun, 2024 @ 7:09pm 
@glucose , afaik, all common infected die in one hit by "blast damage" (blast damage is any damage caused by explosion). For grenade launcher, I think there are 2 cvars that control stumble radius & the main blast damage radius. Stumble radius will only cause common infected to stumble like drunk people with only very small damage, so all you need to do is probably greatly reducing the cvar for the main blast damage radius. That way, only small damage will affect zombies outside main blast damage radius.

About combining some mods for private use, it's fine. Even I have some of mods combined from my existing mods with slightly OP versions for private use.
Ibekamsomtam 5 Jun, 2024 @ 5:51pm 
@kurochama ngl no.3 sounds kewl. All and that are interesting tho but hey Kurochama can you fix Grenade Launcher radius damage? Right now in vanilla, GL always 1shot CI dmg even with ammotype "ASSAULTRIFLE" & make the dmg lower. It doesn't actually give that radius dmg where "the closer to the center explosion, the more damage it take". This make giving GL dmg boost almost useless since it always one-shot CI anyway.

I'm currently sort of adding more tier to weapon like (3, 4, 5, 6, 7 and 8 star weapon etc) Of course not actually adding new tier, I only change cvar & script and make collection of it. And combining with your mod some higher star weapon look sick. Like I'm planning to combine your Small Healing with my 8 star medkit script+cvar+model. (don't worry I don't repost your mod, I only combine it with my script for private use) Same goes for GL, but yeah it always 1shot CI so :shrug: Having semi-auto hand cannon that need multiple shot to kill CI are satisfying :>
TheTeaa 5 Jun, 2024 @ 12:31pm 
number 3 and 4 sounds real cool!
kurochama  [author] 5 Jun, 2024 @ 12:10pm 
@glucose , I think posting link is fine, as long as it's workshop links or link from some famous sites like youtube, imgur etc. Here's an example:
CS Sniper Special Buffs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3102636097

Anyway, about "cheating weapons", I'm still not sure about to what extent the weapons are given cheating features. Here are some examples of "cheating" features that I can make:
1. Vampire weapon: Heals hp either when dealing damage or killing zombies
2. Demolition weapon: See my "Demolition Gunners" mod.
3. Weapon with hidden features: Either gives certain chance to trigger effects (bonus damage, critical damage, etc), or unlocks features when certain conditions are met (killing 100 zombies, killing 10 smokers etc).
4. Weapon with alternative features of combo keys (E + Fire, or other combo keys): Sets floor on fire, adds damage boost based on number of zombies killed, etc.

Well, probably I'll take a look at that mod for awhile.
TheTeaa 5 Jun, 2024 @ 11:06am 
@glucose I tried their scripts but it messes up all weapon scripts and more. If Kurochama was willing they could make one similar and better as they are real talented! <3
Ibekamsomtam 5 Jun, 2024 @ 9:15am 
@TheTeaa He/she goes by name DIO. You can search "cheating weapon" and it will came up. I'm sorry i'm afraid to provide link cuz steam might have a look on me lel. But if you check his workshop it pretty amazing and the mods are brokenly op of course. Like Uzi deal damage based on target Current HP, the more the HP the more the DMG.

He have like a weapon with Sacrifice Ability
Condition: HP=60 and temp hp >20, Use pistol and shoot a player (must be in pushing range)
Effect: Sacrifice the player and kill all the infected in the map

You might need google translate tho, I used google lens.
TheTeaa 5 Jun, 2024 @ 9:14am 
gosh that would be so cool!
kurochama  [author] 5 Jun, 2024 @ 8:45am 
@glucose , actually I can re-create such feature with my own methods, without looking at the scripts on the chinese mods, as I'm familiar with those features you mentioned. To put it simply, I could use this "Weapon Damage Boost" as the base, & slightly modify the scripts. Adding chance like 7%, 77% etc only needs few changes to add randomization on each effect based on chance, while for instant-kill effect, I also ever made similar mod, but about awp & scout. You can check my other mod "CS Sniper Special Buffs" to see how instant kill on awp works. As for temporary adrenaline effect on chainsaw, this is probably easy to do as I would only need to use "weapon_fire" event function & give chainsaw adrenaline effect when pressing/ holding fire button.
TheTeaa 5 Jun, 2024 @ 7:36am 
they sound interesting! could I see what the mods are? :D
(sadly idk how to code, but they sound real fun!)
Ibekamsomtam 5 Jun, 2024 @ 7:32am 
Hey, i have this chinese mods that make similar stuff like yours but it's more complex like chainsaw give temporary adrenaline effect when charging toward enemy or Hunting rifle has a 77% chance of dealing an ADDITIONAL 77 points of damage when hit enemy, a 7% chance of dealing an ADDITIONAL 777 points of damage, and a 0.7% chance of instantly killing all SI, CI and Witch within the 777 range. Some have similar feature like your other mod and some even have like ritual magic stuff.

I was reading thru their code, trying to separate each feature/weapon ability to make standalone mod since they combine all weapon ability in one go. I also prefer if I could assign other weapon for a certain ability or change their radius and dmg. However, I'm not a programmer and barely able to guess what this and that code means. If you are interested, I can link their mods to you. This is also me psuedo-asking you to separate these chinese mods :>
kurochama  [author] 4 Jun, 2024 @ 9:50pm 
@makotoヅ , yes, if you host the local server.
madoka. 4 Jun, 2024 @ 7:44pm 
works in localhost multiplayer?
Doomgamer9000 2 Jun, 2024 @ 12:55pm 
I like this mod finally :D
TheTeaa 2 Jun, 2024 @ 5:23am 
oh I see! thanks! <3
kurochama  [author] 2 Jun, 2024 @ 5:04am 
@TheTeaa , for multiplied damage from special infected's attack, I think I ever made that as one of optional features on "Merciless Bots", so it's possible to be made. As for special infected's health, you can set their health by using some cvars like "z_hunter_health", "z_exploding_health" (boomer), "z_spitter_health" etc. Actually there's also netprops to control player's max health too, but as the cvars are available so you can try to use cvars instead.
TheTeaa 2 Jun, 2024 @ 2:34am 
Oh! I am unsure on how to do that haha
something something house 2 Jun, 2024 @ 1:53am 
@TheTeaa i think you could do that with Admin System or with Left4bots convars.txt
TheTeaa 2 Jun, 2024 @ 12:14am 
Hey! I had an idea that maybe you can make a mod that can multiply health and damage of each Special Infected and whatever else is possible?
Just a little suggestion! :)