Left 4 Dead 2

Left 4 Dead 2

Weapon Manipulator
19 Comments
Thumos  [author] 24 Jul @ 9:13pm 
@Guy I enabled only this add-on and deleted the `weaponmanipulator` folder from the `./ems/` directory to see if the "weaponstoremovebyclassname.txt" and "weaponstoremovebymodel.txt" files would be created when I load a campaign for the first time, but it seems those files don't get created automatically from my testing. This is most likely because I forgot to add a statement that checks if those two files don't exist yet before saving them to the "./ems/weaponmanipulator/" directory.

In the meantime, you'll have to manually create the "weaponstoremovebyclassname.txt" and "weaponstoremovebymodel.txt" files if you want to remove selected items based on their classnames and/or model names.
guy 24 Jul @ 8:56pm 
In your previous comments, you mentioned the "weaponstoremovebyclassname.txt" and "weaponstoremovebymodel.txt" files, which would be necessary for the EnableItemRemoveRNG option to have any effect - unfortunately, these files just do not exist for me; they're just not present at all in 'ems/weaponmanipulator'. What's going on?
Thumos  [author] 24 Jul @ 8:47pm 
The "weaponspawnflagstoadd.txt" file can add spawn flags to each item if the specified spawn flags aren't already set, and the "weaponspawnflagstoremove.txt" file can remove spawn flags from each item if the specified spawn flags are already set.

You can view the available spawn flags for each item in this thread .
guy 23 Jul @ 12:06pm 
What do "weaponspawnflagstoadd" and "weaponspawnflagstoremove" do, respectively?
Thumos  [author] 2 Jul @ 8:00am 
@⋁ɪʀᴜѕ™ Unfortunately, this add-on will only work in single player and on local/third-party servers.
⋁ɪʀᴜѕ™ 2 Jul @ 7:55am 
Dont work on dedicated server?
Thumos  [author] 16 Dec, 2024 @ 11:39am 
@Absolute Sucker I've recently updated this add-on to prevent explosive and incendiary ammo from being converted to laser sights when they're deployed on the ground. Let me know if this causes any other issues.

As for the fire axes and katanas, I'll see if I can replicate the issue on Hard Rain before I figure out how to prevent them from floating in midair.
Absolute Sucker 16 Dec, 2024 @ 7:25am 
@Menos

I found a rather bothersome issue, incendiary ammo packs and explosive ammo packs deploy laser sights instead of their respective special ammo, this only occurs when this add-on is enabled.

In addition to knives, fire axes and katanas can spawn frozen mid-air, encountered the latter two on Hard Rain.

Is their any fixes for both of these?
Absolute Sucker 16 Dec, 2024 @ 1:51am 
@Menos

It worked, huge thanks!
Thumos  [author] 15 Dec, 2024 @ 8:40pm 
@Absolute Sucker The `EnableItemRemoveRNG` option simply allows each item to have the probability of being removed. In your case, setting the specified item or weapon to a value of 50 will give it a 50% chance of being removed.

Assuming you've only modified the options listed in the `weaponremoveprobability.txt` file, you'll also need to determine what exact weapons and items will be remove for the `EnableItemRemoveRNG` option to have any effect. To do this, you'll have to either add the weapon's classname to the `weaponstoremovebyclassname.txt` file or add the weapon's model name to the `weaponstoremovebymodel.txt` file in the `./ems/weaponmanipulator/` directory.

If you'd like to know the classnames and model names for each weapon, I made a thread that contains the provided information.
Absolute Sucker 15 Dec, 2024 @ 8:08pm 
@Menos

I have set 'EnableItemRemoveRNG' to true and have set the values for the weapons I want. It doesn't seem to have any effect, although css knives now float but I am unsure what exactly caused it. The values I put were all 0 and 50, did I do something wrong?
Unsants 13 Nov, 2024 @ 10:15am 
OK
Thumos  [author] 5 Nov, 2024 @ 5:20pm 
I've added a before and after image of the weapons in Whitaker's gun shop instead as it would show how a player can choose what weapon will be replaced. I might add more images later down the line.
Thumos  [author] 5 Nov, 2024 @ 4:25pm 
@Gumbs Perhaps I could show the settings I've changed in each `settings.txt` file at the start of the video and then play through chapter 2 of Dead Center to show off the weapons that are modified in the gun shop. Alternatively, I could show off a before and after comparison video of what each text file can do to the items and weapons.
Unsants 5 Nov, 2024 @ 4:11pm 
A video would be better to understand better
Thumos  [author] 21 Sep, 2024 @ 5:09pm 
@kunokuko Fortunately, I've added two options related to replacing and removing weapons and items in the `settings.txt` file this morning. You can set either the `EnableItemRemoveRNG` or `EnableItemReplaceRNG` option to `true` and modify the values for each weapon in either the `weaponremoveprobability.txt`, `meleeremoveprobability.txt`, `weaponreplaceprobability.txt`, or `weaponreplaceprobability.txt` file to determine the likelihood of them being replaced or removed.
Gato 21 Sep, 2024 @ 4:52pm 
that would sound good, add little challenge, change of style and speed of maps for what weapons are available or won't be.
Thumos  [author] 20 Sep, 2024 @ 3:16pm 
@Somnician As of right now, this add-on doesn't have the probability of any weapon being replaced. However, if people are interested, I could add the feature in which would allow each individual weapon to have their own probability of being either replaced or removed.
Somnician 20 Sep, 2024 @ 3:10pm 
would this allow me to modify the odds of a weapon being replaced?