Left 4 Dead 2

Left 4 Dead 2

Infected can disarm survivors
42 Comments
Geebanger0  [author] 10 Jul @ 3:41am 
Ellis doesn't get stumbled there, he just runs away
withextradip 10 Jul @ 12:12am 
You should make the survivors stumble when they drop a weapon, similar to the video
rgawsome231 9 Jul @ 6:21pm 
@Geebanger0

Many thanks for the explanation, I hope you have a fantastic night and good fortune on future projects!
Geebanger0  [author] 9 Jul @ 12:02am 
If you get an error, it means that at some point during this the script failed. So long as it still otherwise works though, it's fine. Almost every script I make produces errors in console constantly. I don't know how/can't be bothered to make them in such a way that they don't produce the errors. The scripts still work perfectly fine otherwise, and most people don't check the console at all so they won't even know.

So yeah, unless the script doesn't work, you don't have to worry about the errors.
Geebanger0  [author] 8 Jul @ 11:59pm 
The function basically means this

When a player takes damage:
- Check which player it was who took the damage
- Check what damage type that player took. Every damage type has a corresponding number
- If the damage type equals 128 (which it should if a common infected hit the player):
-- Continue with the rest of the script
rgawsome231 8 Jul @ 8:34pm 
Hey I don't know if you still watch over this mod but on line 117 to 122 which is this:

function OnGameEvent_player_hurt(event)
{
local victim = GetPlayerFromUserID(event.userid);
local damagetype = event.type;
if(damagetype == 128)

I think this is what causes error problems on my computer, as in the console it show it as "type is not a valid" something of this sort. I was wondering if you can explain what this function does and maybe review it to see if it happens on your end too.

Thank you for your time! :-3
Corveck (Fusion) 20 Jun @ 10:42pm 
@an apocalypse fae It's not like anyone's asking you to download this lol
an apocalypse fae 16 Jun @ 1:54pm 
i'd like to keep my reserve ammo :/
Kouga 29 May @ 11:19pm 
is it possible to add a variable in the cfg to blacklist what weapons can be dropped?
SP-Calamitas 26 May @ 5:24am 
thank you. i found it the mod causing it but, curiously, it seems this mod has an error actually


AN ERROR HAS OCCURED [the index 'type' does not exist]

CALLSTACK
*FUNCTION [OnGameEvent_player_hurt()] c:/program files (x86)/steam/steamapps/common/left 4 dead 2/left4dead2/addons/workshop/3396548149.vpk/scripts/vscripts/director_base_addon.nut line [120]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]

LOCALS
[victim] INSTANCE
[event] TABLE
[this] TABLE
[funcName] "OnGameEvent_player_hurt"
[idx] 11
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "player_hurt"
[this] TABLE
[params] TABLE
[event] "player_hurt"
[this] TABLE
kurochama 25 May @ 9:57am 
@SP-Calamitas , the file is inside the vpk file. Use GCFScape tool to check what's inside the vpk file. The mod that has that error must be related to item drop mechanisms.
SP-Calamitas 25 May @ 9:42am 
thanks for the insight. how would i go about doing this? using wiztree i cant seem to find a file with that name or a folder called vscripts
kurochama 25 May @ 6:58am 
@SP-Calamitas , I think you mistook it for other mod. I checked this mod, & this mod didn't use "weapon_drop". The clue is on that " scripts/vscripts/DropDaGun.nut ". This mod uses "director_base_addon.nut" so if there's an error, the error would be like this instead: " scripts/vscripts/director_base_addon.nut ".
So, the error in your case is caused by other mod. You need to find the mod that uses that "DropDaGun.nut".
SP-Calamitas 25 May @ 5:12am 
yes but this error pops up in the console
Geebanger0  [author] 24 May @ 3:53pm 
does the script still work?
SP-Calamitas 24 May @ 7:23am 
error

AN ERROR HAS OCCURED [the index 'propid' does not exist]

CALLSTACK
*FUNCTION [OnGameEvent_weapon_drop()] scripts/vscripts/DropDaGun.nut line [81]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]

LOCALS
[player] INSTANCE
[params] TABLE
[this] TABLE
[funcName] "OnGameEvent_weapon_drop"
[idx] 3
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "weapon_drop"
[this] TABLE
[params] TABLE
[event] "weapon_drop"
[this] TABLE
Kouga 15 May @ 11:50am 
go for it dude itd be funny
Geebanger0  [author] 15 May @ 3:40am 
oh ok. I dont know how to prevent a stagger, but i can make the second thing
Kouga 15 May @ 1:29am 
what? oh nah sorry for the confusion. my request is completely unrelated to this mod; i was thinking to prevent the player from staggering when on green (or whatever health in cfg). but the thought of infected smacking the survivors around sounds hilarious too.
Geebanger0  [author] 15 May @ 12:50am 
so the same as this but with stagger instead of dropping your gun?
Kouga 14 May @ 11:31pm 
is alr....instead how about a mod that only allows you to get staggered when ur below a certain (configurable) amount of health?
Geebanger0  [author] 14 May @ 9:36pm 
well... nah. I could do it. I just didnt see much point is all
Kouga 14 May @ 9:30pm 
darn nvm then
Geebanger0  [author] 14 May @ 8:54pm 
i could but itd take ages
Kouga 14 May @ 8:45pm 
can you add a configurable setting to tweak which weapons can get dropped or not?
Bubonic Cheese Crust 8 May @ 6:19pm 
Only thing I gotta say about this mod: Dicks.
Ngl, got the Nightmare collection with this mod and I was so thrown back by my sudden missing gun. I mean, I love it, but damn, half the time I didn't know where my gun was. Still a solid 10/10.
Geebanger0  [author] 2 May @ 2:13pm 
yeah it should work
NEORETROGAMING 16 Mar @ 9:14pm 
Thx ! I love the idea and i need that ! But for consistency with other mod as well as for QoL would it be possible to add an indication on the HUD to have a marker where the weapon is located (like in "current item drop on immobilization") ?
an apocalypse fae 12 Mar @ 2:20pm 
pretty sure it's broken or a conflict, it's occuring 100% of the time, but i love the idea
Geebanger0  [author] 5 Jan @ 9:49am 
Much obliged
Specters Scream 5 Jan @ 4:16am 
I love these mods, keep em up man!
Look 4 Jan @ 5:40pm 
Survivor dropping weapon.
Bots: Its free real estate
@The Austrian Painter It is the default G3 sniper in the game or "Military Rifle", as they like to call it.
THE AUSTRIAN PAINTER 3 Jan @ 12:07am 
what gun is that ellis has
male_03 2 Jan @ 11:09am 
I have something goofy in my mind, Make every single special have the knockback of a normal tank, that would be absolutely goofy. idk why but flying is funi. :steamhappy:
Geebanger0  [author] 1 Jan @ 9:24pm 
much obliged
Slipknot 1 Jan @ 5:27pm 
geebanger really lives for his name, he makes banger mods like these
BulletStamp Chihuahua7️⃣8 31 Dec, 2024 @ 3:35am 
YES! This will make my game much harder & balance more of my pros that I have in the game w/more cons. I need my difficulty to be much higher than expert, w/these small details.
Samuels' Chili Shop 30 Dec, 2024 @ 7:33pm 
Gee never fails to make bangers.
TimNPT0 30 Dec, 2024 @ 7:30pm 
this is some grim shit we got ourselves into
NasanNanayMo 30 Dec, 2024 @ 7:01pm 
The immerzion is real