Left 4 Dead 2

Left 4 Dead 2

Rifle with M203 (Vscript)
51 Comments
EVIL_SUPRESOR 11 Jul @ 8:39am 
Good day, author. It's me again)))

Thank you for replying to my last review: you've made my day so much better! In addition to your reply: your script for bonus weapon damage should be expanded in the description, so that it allows you to configure these parameters as probabilities. Thanks again!

And now to the main topic of the comment...

I found... an incomprehensible bug: when moving to the next chapter, the clip of a weapon with an underbarrel grenade launcher breaks (as an example through a scar - it was 60, but with the transition to a new chapter the value changes to 58-59, and after reloading this value wanders between one and the other). It's interesting, but if you pick up the same weapon in a new chapter, but a new one, then the problem disappears exactly until the next transition.
kurochama  [author] 5 Jul @ 10:01am 
@ EVIL_SUPRESOR:
1. Max GL is 100, so it's 3x of normal GL, You can set "Rifle GL Shot Count" to high value if you want lower GL ammo capacity, as GL ammo can be obtained only by shooting.
2. This is possible, but this will make "Rifle GL Shot Count" useless, & players will be able to exploit the infinite GL by camping near ammo piles.
3. Yes, but the explosion effects are limited. There's at least one more, but the explosion is smaller than this. The default explosion looks worse so that's why I used this explosion effect instead
4. This feature is available on other m203 series, like smgs (except mp5), spas, snipers, m60).
5. This one is already available, I think, though the pause is short enough, different from the underbarrel shotgun series..
EVIL_SUPRESOR 5 Jul @ 9:44am 
Good day, author!

I would like to offer a bonus innovation to the grenade launcher setup:

(1) Is it possible to add a function with the "maximum allowable supply of grenades"?

(2) Is it possible to add a separate paragraph of ammunition, which can be replenished ONLY through the points with "a pack or can of cartridges"?

(3) Can the variations of the explosion graphics be changed?

(4) Is it possible to add a degree of projectile flight, instead of a hit-scan with a grenade teleport?

(5) Is it possible to add a pause between using a grenade launcher after shots?
kurochama  [author] 16 Jun @ 1:14pm 
@Valentine , there's this on the mod description that you can try:
"● Now it's possible to use AIM/ SCOPE by holding E key. This feature is active only when "Rifle GL User" is set to 2.5 or 3.5. This key also has other benefit that allows survivor to keep shooting GL as long as there's still GL ammo in inventory."
But well, that also uses Aim/ Scope.
Valentinee 16 Jun @ 9:53am 
NVM now my ADS is bound to the GL... RIP
Valentinee 16 Jun @ 9:46am 
oh never mind i just read the message below, thank you
Valentinee 16 Jun @ 9:45am 
hey bro can you make this hold E + fire to shoot the m203? im currently using weapons with ADS mods and i dont want to fire the grenade when i want to use my scopes. Thank you
Wero !!! 3 Jun @ 2:43pm 
@kurochama thanks my bro!
kurochama  [author] 3 Jun @ 5:25am 
@Wero !!! , I removed the "Walk + Attack" combo keys on this new update. Now you won't shoot m203 by accident when walking.
kurochama  [author] 2 Jun @ 1:43pm 
@Wero !!! , "Walk + Attack" combo keys are used as the alternative for using AIM/ SCOPE. Probably I'll remove that later on the next update to prevent from shooting m203 by accident when walking.
Wero !!! 2 Jun @ 11:25am 
I found a bug when you walk for some reason I shoot with the gun
kurochama  [author] 10 May @ 8:59pm 
@Dwellanator , there was also someone in the past suggesting about "parry" feature. The mod I made that's closer to that one is "Super Gore Shove", as it can repel hunter's pounce & jockey's jump when holding Shove key while looking at the jumping hunter/ jockey. But in reality, even if the parry can be done, the damage from certain special's abilities like jockey's ride & charger's charge can't be nullified. Tank's normal attack may be able to be parried without damage as it has a delay before the punch hits a survivor, but special infected's normal attacks probably can't be parried as they do instant hit that even bypass the attacking animations.
So, afaik, parry will only work on these:
1. Special infected's abilities except boomer, jockey & charger.
2. Normal attack from tank.
Dwellanator 10 May @ 8:04pm 
script idea your cornered by a tank but cant run away just parry his attack with a shove this is a script called parry it will only work on special effected it has a cool down timer you must time a shove or attack with a melee to parry a attack it will also stun the special tanks i had this idea from cuphead where you can parry some things that are pink so think of this you can parry the tanks attack but some specials have attacks like spit or rocks so the idea is that spitters will some times have pink spit that you can parry and it will come back at the spitter damaging the spitter but normal spit you rocks will have a pink aura if its able to be parried boomers could have two attacks since the normal attack would be to much so the boomer could be like a spitter but shoot out vomit projectiles that can also show up pink meaning they can get parried and do the normal vomiting attack now this is just a idea the rest will stay the same
L_M 9 Apr @ 6:18am 
@kurochama nice, TYSM:steamthumbsup:
Wero !!! 9 Apr @ 5:03am 
@kurochama obrigado
kurochama  [author] 9 Apr @ 4:43am 
@L_M , I updated it by adding new modes on "Rifle GL User". Now the "Hold E to use AIM/ SCOPE" is active only if "Rifle GL User" is set to 2.5 or 3.5.
L_M 9 Apr @ 1:58am 
ahh so thats why why im suddenly scoping when im pickup ammo

maybe making option to have secondary scope that can turn on and off
kurochama  [author] 8 Apr @ 11:32am 
@Wero !!! , I just finished updating. You can now hold E key to use AIM/ SCOPE to shoot GL.
kurochama  [author] 8 Apr @ 11:03am 
@Wero !!! , so you want the "Hold E" feature just like on ak47 & spas with m203? It should be possible, as I'll only need to add some simple scripts for that.
Wero !!! 8 Apr @ 10:21am 
could you put this mechanic of using e to throw the granade ? if ther was any mistake writter , it is because i used thr translator
kurochama  [author] 29 Mar @ 3:16pm 
@Wero !!! , it's strange because I didn't remove that alternative option. You can use AIM/ SCOPE button instead.
Wero !!! 29 Mar @ 10:35am 
for some reason I can't use the walk + fire alternative to fire the grenade launcher
kurochama  [author] 21 Mar @ 7:11am 
@Subject Feng , maybe later, as it may need slightly different mechanisms to differentiate between normal shot & GL shot when using AIM/ SCOPE.
Obtive Feng 21 Mar @ 3:50am 
What about version sg552.
vict00d 12 Mar @ 3:48pm 
@kurochama thank you my friend, origato onigaishimasu.
kurochama  [author] 12 Mar @ 2:36pm 
kurochama  [author] 12 Mar @ 12:05pm 
@vict00d , that should be possible. Probably I can make that later.
vict00d 12 Mar @ 11:38am 
can you make a version for the desert rifle because i want to use this script with tigg's m16a4 with the m203 grenade launcher the model is really good and i would appreciate if you do.
Fvynchynch 23 Jan @ 6:34pm 
I love using this mod a lot. Really makes some fights hilariously easy. I'd love to see this for the other rifles as well (maybe even the M60, lmao).
kurochama  [author] 28 Dec, 2024 @ 11:43pm 
@PLUIE , now that's a new thing. I rarely tested "alias" as last time I only used it to toggle hold button for "use" button. & it looks like you discovered it. Actually it's also possible to add more conditions of triggering m203 via "cl_viewmodelfovsurvivor" cvar by adding a new feature. Currently m203 is triggered only in zoom state.
PLUIE 28 Dec, 2024 @ 5:19pm 
@kurochama. This mod allows the use of the M203 when the scope is toggled, but if the player is walking, a delay is added to the weapon, even if the scope is not being used. When I realized this, I had an interesting idea and try to test it using the autoexec.cfg

bind "mouse2" "scope+"

alias "scope+" "+speed; fov_desired 45; crosshair 0; cl_viewmodelfovsurvivor 50; playgamesound pistol.clipout; bind mouse2 scope-;"
alias "scope-" "-speed; fov_desired 100; crosshair 1; cl_viewmodelfovsurvivor 75; bind mouse2 scope+;"


Even though the fake zoom, this method seems to work well with the M203. Additionally, I really like how it looks, as the weapon doesn’t disappear when the screen is zoomed in. since it's not actually a scope(+zoom), only the firing delay worked, and I couldn't use the grenade launcher. However, since the delay works well, it seems like it would work quite ideally if I could just swap the bullets for bombs
PLUIE 28 Dec, 2024 @ 11:03am 
@kurochama coool
kurochama  [author] 28 Dec, 2024 @ 1:43am 
@PLUIE , that the AIM/ SCOPE bug when grenade ammo is 0 is now fixed.
kurochama  [author] 27 Dec, 2024 @ 6:47pm 
@PLUIE , as the rifle originally doesn't have zoom option, I could only added delay when pressing zoom button. The delay is 0.25 second. Unlike snipers & sg552 that you can hold zoom button & it only zooms once, if you hold zoom button on this rifle, it will change from "zoom mode - normal - zoom" continuously. & yes, there's that bug that m203 will be used without zooming out when you keep shooting in zoom mode. I think it's because of the position of the zoom function on the scripts that's triggered only if m203 ammo is above 0 is put on the lower position than the m203 ammo mechanisms. Probably I can fix that later.
PLUIE 27 Dec, 2024 @ 5:31pm 
When the grenade ammo is at 0, firing while zoomed in causes a grenade to fire without delay every 40 shot. It feels like using a weapons ability, so it's fun, but it becomes too OP:steamthumbsup:
PLUIE 27 Dec, 2024 @ 1:51pm 
I deleted the autoexec.cfg and tested it, but the delay still occurs randomly. Also, although it shouldn't happen, I noticed that when holding the ZOOM key, the zoom function repeats continuously. However, this issue doesn't occur with weapons that have their own built-in zoom function.
PLUIE 27 Dec, 2024 @ 1:31pm 
I am using thirdperson view script . For some reason, when I use (RMB) to aim, the zoom repeatedly activates. This issue does not occur with the hunting rifle, AWP, or SG552, but only with the M16 and M203. Additionally, the M203 sometimes doesn't respect the 1-2 seconds of delay(It seems the issue I experienced appears between 39-41 seconds in the mod preview)
kurochama  [author] 17 Dec, 2024 @ 11:21pm 
@qrlaksamana27 , m16. It doesn't replace, but it adds a m203 feature on m16 instead.
qrlaksamana27 17 Dec, 2024 @ 10:59pm 
what weapon does it replace?
D.Toshimura 17 Dec, 2024 @ 9:48am 
now i can say "SAY HELLO TO MY LITTLE FRIEND!" while using Scarface M16
kurochama  [author] 4 Dec, 2024 @ 2:43am 
@Lazy_boi , there's no version for scar, for now.
Lazy_boi 4 Dec, 2024 @ 12:15am 
it has scar version or not
Hakimi the [PROTOTYPE] 18 Nov, 2024 @ 1:43am 
This is awesome. Is like a dream come true.
death to amerikkka 12 Nov, 2024 @ 4:06pm 
man this is INSANE
kurochama  [author] 10 Nov, 2024 @ 3:34pm 
@DOOM , m203 for mp5? I think that's also possible.
DOOM 10 Nov, 2024 @ 2:45pm 
can you do the mp5?
kurochama  [author] 8 Nov, 2024 @ 12:15am 
@eidonabramm , unfortunately there's no reload animation for the m203. As for the weapon skins, there are many available when you use "weapons" tag & then search "m203". You can use either one of them.

@multoman , yeah real :steamhappy:
multoghost 7 Nov, 2024 @ 10:01pm 
is this real chat
eidonabramm 7 Nov, 2024 @ 7:32pm 
instresting is there a reload animation and what m16 mods with m203's do you recommend?
kurochama  [author] 7 Nov, 2024 @ 2:44pm 
@Demo , yeah "Explosion" magic. Explosion is art :steamhappy: