Left 4 Dead 2

Left 4 Dead 2

Gunshots attract infected
201 Comments
Geebanger0  [author] 10 Jul @ 11:56pm 
I dont see how this mod would do that
NormanWolf2002 10 Jul @ 9:14am 
Good mod, but I found a bug.
When I played a map with L4D1 survivors, some infected just changed into their L4D2 counterparts. It's pretty weird that this glitch happens when you use a mod on a L4D1 map.
I don't know if it's the mod itself that caused that, or if there are some mods that change the population(dot)txt file.
Geebanger0  [author] 10 Jul @ 3:41am 
That's what they do in vanilla. If you want a more exaggerated version of that, you're wanting an entirely different mod
withextradip 10 Jul @ 12:19am 
I agree with SHiFT. I think the infected should react more slowly, or similar to how they react to spotting you normally in vanilla
FlashTap 8 Jul @ 12:45pm 
It's a great mod, my only problem is the fact that the bot's shots also attract the infected... so the infected always come towards us :/
SHiFT_DeL3TE 8 Jul @ 11:21am 
Could you make it where the infected do a brief stare before running at you, kinda like how they get angry when they see you up close.
Mr_IDK_guy39221 10 May @ 7:52pm 
now this is realistic
Kenneth 10 May @ 10:40am 
Reminds me of Dawn of the Dead 2004. It's really scary!!
kurochama 21 Apr @ 11:03pm 
@Geebanger0 , probably what he meant was something crazier, like: witch.TakeDamage(1, 2, player)
Geebanger0  [author] 21 Apr @ 10:51pm 
gunshots already attract the witch
Ammar Kun 21 Apr @ 9:42pm 
can make gunshots attract witch but only too close will triggered
Geebanger0  [author] 14 Apr @ 12:45am 
probably not. lets be honest, i wouldnt have thought of that as i was making this
FallFox 13 Apr @ 10:00am 
do the static miniguns also attract them?
Geebanger0  [author] 4 Apr @ 12:22am 
Considering you're the only person who's ever mentioned this on any of my mods (which reuse the same code to create EMS files), I'm guessing it's something else causing the problem
무비 3 Apr @ 5:32am 
This mod resets the EMS file settings of other script mods

It doesn't touch the files themselves, but when you apply this mod to your game,
the settings of other scripts will be reset.
Mateus 12 Feb @ 10:57am 
That would improve it so much, but ok then
Geebanger0  [author] 11 Feb @ 8:49pm 
its only meant to be simple
Mateus 11 Feb @ 10:10am 
Theres a bit of a problem when it comes to agrooing them, pretty much troughout all the campaign you get to fight them in very repetitive groups(usually 30) because the radius is always the same, id suggest you add a second radius wich only has a chance to agroo some, would make it more dynamic.
Geebanger0  [author] 27 Jan @ 8:50pm 
they already do that in game, its just not very noticable. I have another mod called amped up infected which makes them much more aggressive in that manner and they'll react more quickly to nearby survivors
Bitz 27 Jan @ 5:35pm 
A different version where they don't immediately aggro but rather play the animation of them spotting you, and then chasing you would be appreciated.
(^^^) Xeno 18 Jan @ 1:32am 
That's why I find this more even aggressive than the amped version the pipe n vomit doesn't work lol
Tuckered 6 Jan @ 11:54am 
FINALLY, ZOMBIES AREN'T DEAF:GDEasy:
Doc903 11 Dec, 2024 @ 7:31pm 
Yeah, kuro tried to talk me through it, but VScript, so far, makes me rack my brain.
kurochama 11 Dec, 2024 @ 7:23pm 
@Geebanger, in case if you want to try to make something like "Destroying Propane Tank/ Object Attracts Infected", you can try this event function:
function OnGameEvent_break_prop(event)
{
local player = GetPlayerFromUserID(event.userid);
local broken_ent = EntIndexToHScript(event.entindex);
if(NetProps.GetPropInt(player, "m_zombieClass") == 9)
{
if(NetProps.GetPropString(broken_ent, "m_ModelName").find("propane") != null)
{
ZSpawn( { type = 10, pos = player.GetOrigin() } );
}
}
}
That "ZSpawn" is to trigger mob/ incoming attack.. That "ZSpawn" can be changed to "RushVictim" if you want only common infected nearby to be attracted to the destroyed objects.
Doc903 11 Dec, 2024 @ 2:25pm 
If you can. I was hoping to just stick it to the "break_breakable" game_event, but I couldn't quite figure out the materials/models to target.
Geebanger0  [author] 11 Dec, 2024 @ 2:16pm 
I can try and make it if you want, might take me a while but I’ll give it a shot
Doc903 11 Dec, 2024 @ 1:12pm 
Unless you'd be willing to help walk me through the process of making it, lol.
Doc903 11 Dec, 2024 @ 1:11pm 
I did, but I was having trouble figuring out how to get the file to work.
Geebanger0  [author] 10 Dec, 2024 @ 11:43pm 
i swear someone left a comment here saying they were going to make exactly that...
Doc903 10 Dec, 2024 @ 11:39pm 
Would you be able to something to this effect, but where it is triggered when a player breaks an item in the environment like glass, or a crate? Potentially keeping it to a radius around the player similar to this one.
Doc903 9 Dec, 2024 @ 5:28pm 
@Sky Yuki
Pair it with the "World War Z Hordes" mod, and a more open-style map, and it can be very chaotic.
Sky Yuki 9 Dec, 2024 @ 12:52am 
Fun but also make infected really easy to aim at since they run in one direction.
kurochama 24 Nov, 2024 @ 1:46am 
@HARM-ANY- , the vscripts used here are not complicated enough to cause crash, so it should be impossible to crash because of this mod. But if it's your other mods causing crash, that's most likely possible. So if you crash, check your mods.
Geebanger0  [author] 24 Nov, 2024 @ 1:14am 
no
HARM-ANY- 23 Nov, 2024 @ 11:35pm 
this mod known to crash games?
Man 18 Nov, 2024 @ 10:13am 
why is peter griffin throwing insults in a l4d mod comment section
Geebanger0  [author] 17 Nov, 2024 @ 8:51pm 
already did
Shinkzo2 17 Nov, 2024 @ 11:32am 
how about attracting infected

how about you attract women
Pizza baiana 12 Nov, 2024 @ 12:20pm 
thank you very much! the original vpk is pure gold!
Sereath 7 Nov, 2024 @ 2:12am 
Very good.
Nick 6 Nov, 2024 @ 10:00pm 
oh god it’s 2032 redux in all other campaigns
Geebanger0  [author] 4 Nov, 2024 @ 4:56pm 
@LeBronBear https://drive.google.com/file/d/1FNsPgXuBC7cfNppl-H7WMtzzDhJZoHQt/view?usp=sharing this is the original VPK. Note that it isn't customisable and doesn't include every weapon thats present in the new version, however if you would like to edit it I dont think its too hard to figure out, and I can give instructions if you need.
Pizza baiana 31 Oct, 2024 @ 6:16am 
i'm sorry i didn't reply sooner because i was taking exams. yes, i'm happy to accept the original vpk of the mod! as i said, it's my favorite version!
Jericho 29 Oct, 2024 @ 11:10pm 
Yes, this should work.
Geebanger0  [author] 27 Oct, 2024 @ 6:22pm 
Construction workers are affected cause I got no idea how to fix that. The M16 is not that loud cause it deals hardly any damage.
RAAMPEAK 27 Oct, 2024 @ 10:54am 
first of the construction worker shouldn't be effected cause they have earmuffs and second why does the m16 seem not that loud
𝕿𝖔𝖝𝖝𝖝𝖎𝖈 24 Oct, 2024 @ 5:14pm 
you forgot to add something to sound_proxy.nut which is why ems changes to desert_volume doesnt work:

if(togglecommand == "weapon_rifle_desert_volume")
{
DirectorScript.loud1.weapon_rifle_desert_volume = togglevalue.tointeger();
}
〆 - ﻌ-ゝDoge... herr Doge 22 Oct, 2024 @ 6:35pm 
I love this new version. That's what it should be from the beginning and now bile, pipe bomb are not useless anymore
Geebanger0  [author] 19 Oct, 2024 @ 6:23pm 
I can see if I still have the original VPK and I can give you that if you want?
Geebanger0  [author] 19 Oct, 2024 @ 6:22pm 
it had a lot of issues at launch though and wasn't working as I intended it to. Things like the infected ignoring pipes and biles, thats not something I added intentionally, it was an oversight. And the infected always moving towards your shots even when youre already in combat, that meant you could keep them basically stunlocked by having two people shooting. I'm sorry the current version isn't as good for what you want to do, but its what I envisioned it to be and its what most people seem happy with.