Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for avoiding rock throw, it's a bit tricky, but it should be possible by either making bots change the running direction once the rock is thrown, or simply just making them run far enough till they're out of the rock throw range.
@Doc903 , this may require nax block, to block common infected. It should be possible to be made, but this will spawn a nav block entity anytime flame is triggered by a survivor via molotov of shooting a gascan/ barrel, & that might cause a problem when the entity limit is reached.
Though in my experience it has a 10% chance of failure. Fore example, after a holdout event Francis got incapped and I accidentally shot a gascan nearby and then Zoey and Louis rushed towards him to save him, the three of them dying in seconds [Expert difficulty]. At that moment I was experimenting with Left 4 Bots 2 + Competitive Bots. I tried to test that again multiple times by incapping myself after throwing a molotov in the middle to see if they crossed the fire; thankfully they did not. I also tested it with Left 4 Bots 2 + Cruel Bots and no issue.
You can check at minute 1:40 to see how I threw molotov & bots avioided with auto pushback (mode 2). & mods I used:
- Merciless Bots
- Item Drop Bonus
- Item Randomizer
- Bot Acid Evasion
- Bot Flame Evasion
- Ak47 Paladin
- Rifle with M203
- Mp5 with Smoke GL
- Fullblast Autoshotgun
- Desperado Dual Pistols
- Funny Guns
- Gun Collectors Lite
- Demolition Gunners
- Survivor Item Swap & Drop
- Celestial Melee Weapons
- Sentry Floating Turret
- Etc (there were around 30 script mods active, too many to mention all here)
Even with all those script mods, this "Bot Flame Evasion" worked with normal finale. So, probably there's one or some of your mods that messed with other vscript files & caused the bugged finale. You can try "reverse search" for that.
alias "touch+" "+use; bind v touch-"
alias "touch-" "-use; bind v touch+"
bind "v" "touch+"
You can keep the format of these 3 lines on a notepad or phone notepad, so anytime you play at cyber game, you can set your hold button. As for the mod version, it might need a timer function, or some event functions related to pressing USE button.
@TBK Duy , did you mean holding button like holding E button when pressing some generator buttons etc? I think this can be done with "alias" command on console, so there's no need to use a mod. It can be made via mod too, in fact, as there's a netprops to force a button on a survivor.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2462741269
I used that along with L4B2 & other script mods on Hard Rain map 1. & here's the demo file: https://drive.google.com/file/d/1_T79d2DcSmWGmMc8ut3OTzxojKrlx-LD/view?usp=sharing
You can put the demo file inside that zip in the same location of "addonlist.txt", & type on console "playdemo filename" to view the demo of my test play. The special infected there just spawned normally. So, I'm pretty sure that neither this mod nor L4B2 or Rise Talker that I used above caused the bugs in your case. I'm not sure about plugins (in case if you used some sourcemods), or probably some local mods. But somehow I couldn't re-create the same situations as yours even with the same mods you mentioned. It's pretty strange.
Maybe it's just a pure coincidence.
@Bane , I'll soon try to re-create the same situations as yours then. It would be better if you could also provide in which map those bugs were triggered so I can completely re-create the same situations to check the bugs.