Left 4 Dead 2

Left 4 Dead 2

Passive Tank
43 Comments
Taut  [author] 28 Jun @ 12:39pm 
@(^^^) Xeno From my testing with MANACAT's `Improved Tank AI` add-on, the `Passive Tank` add-on should work fine with the `Tank Movement Speed` add-on.
(^^^) Xeno 28 Jun @ 7:47am 
Is this compatible with l4d1 tank movement speed?
Wizardly 25 Jun @ 8:40pm 
Thanks I'll def check it out!
Mickterminator30 24 Jun @ 1:37am 
Tank has become self-aware I repeat the tank has become self-aware
Taut  [author] 23 Jun @ 12:31am 
@Wizardly While I could use CommandABot's BOT_CMD_ATTACK enumerator to force special infected to target different survivors, this can cause special infected to constantly switch between the closest survivor and the newly prioritized survivor since their AI will normally search for survivors to target every frame. [forums.alliedmods.net] Additionally, the Spitter's target is unaffected by CommandABot's BOT_CMD_ATTACK enumerator.

In other words, unless I can find a way to change the special infected's target priority using VScripts without having to conflict with their AI, the best way to achieve this would be to use the Target Override [forums.alliedmods.net] plugin for SourceMod which can allow special infected to ignore survivors in the safe area.
Wizardly 22 Jun @ 8:57pm 
Anyway you could give the Tank and SI some more logic on cutting it's losses? For instance, there are those solo players who've made it into the saferoom before the rest of their team has, so the Tank and all the other SI just stop, pound at the door trying to break it down but never can.

Anyway that you can make the SI stop pursuing survivors who are in a saferoom by themselves?
Taut  [author] 10 Jun @ 9:01pm 
@Sparknight Thank you very much!
Sparknight 10 Jun @ 7:02pm 
Can't describe how much i love this mod, really well done
Taut  [author] 16 May @ 5:05pm 
@rui The map my friends and I were playing on was Undead Zone.
sennkaa! 16 May @ 2:30pm 
yoo this mod is fire af brodie just one question whats the map yall were playing on? seems fun as hell amazing mod man
Taut  [author] 16 May @ 11:06am 
@Wizardly I have experimented with this idea before, but I had trouble getting the Tank in the proper position to punch prop objects towards the survivors. I'll need to figure out a way to get it to work before I determine if this could actually be done.

In the meantime, MANACAT has a feature in his `Improved Tank AI` add-on that adjusts the punchable prop's current trajectory to make it more likely to collide with the survivors.
Wizardly 15 May @ 4:15pm 
Any way to make the tank use cars more often?
Taut  [author] 28 Apr @ 2:37pm 
@KAWAAAHHH The `L4D1 VScript` add-on should work fine with the `Passive Tank` add-on. However, I don't recommend using the `Improved Tank AI` add-on with the `L4D1 Vscript` add-on as the Tank will simply run at normal speed while he's on fire assuming the `speed_burn` option is set to `false` in the `ai_settings.txt` file located in the `./left4dead2/ems/manacat_tank/` directory.
KAWAAAHHH 28 Apr @ 5:46am 
does this work with the l4d1 tank vscript?
Taut  [author] 27 Apr @ 11:54am 
@Dexterious From my testing, the `Improved Tank AI` add-on should work fine with this add-on.
Dexterious 26 Apr @ 10:59pm 
Is it compatible with improved tank addon ?
Taut  [author] 24 Apr @ 4:18am 
@GTX 1650 TI You can change the crosshair in the `convars.txt` file located in the `./left4dead2/ems/passivetank/` directory by changing the following command variables:
---
cl_crosshair_alpha 0
cl_crosshair_circle_alpha 255
cl_crosshair_circle_mode 2
---
Of course, if you have the `Admin System` add-on installed, then you can add the command variables listed above in the `cvars.txt` file located in the `./left4dead2/ems/admin system/` directory instead.
Sebastian 23 Apr @ 10:44pm 
Can i get that crosshair pretty pls
Taut  [author] 10 Apr @ 8:45pm 
@FrightFulPath© This was originally part of the `Special Infected Synchronization (Competitive)` add-on, but I decided to make the `Passive Tank` add-on its own thing as another commenter had suggested it would've been better off if the player was able to simply toggle these options in the `Add-Ons` menu instead of setting the `EnablePassiveTank` option to `true`. Nevertheless, you can use both the `Passive Tank` and the `Special Infected Synchronization` add-ons together.
FrightFulPath© 10 Apr @ 8:40pm 
is this a borrow from special syncronization, or can both be mixed?
Taut  [author] 7 Apr @ 5:32pm 
@Phoenix Rose I'm glad you like this add-on!
Phoenix‎ Rose 7 Apr @ 10:32am 
this mod right here, holy crap do i love it. it now makes the tank fights so much more fun and enjoyable, the tank dodging fire is a neat feature, means i need to time my throws properly, and the tank not rushing and instead sometimes choosing to stay far and throw rocks makes this feel like im playing versus against another player controlling the tank, i love it!
yoru 5 Apr @ 7:20pm 
actually nvm, seems some of my own scripts are causing this bug when combined with your mod, fml
yoru 5 Apr @ 7:12pm 
He seems to know exactly where you are soon as he spawns on the map sometimes, doesn't always happen. Didn't leave the safe room but can already hear tank music on maps where bosses are enabled.
(^^^) Xeno 30 Mar @ 5:29am 
The new update mildy fixed the back and forth the only problem left is he keeps climbing back n forth sometimes
Taut  [author] 17 Mar @ 9:24pm 
@Wizardly Out of curiosity, do you have the `EnablePassiveTankDuringFinales` option set to `true` in the `settings.txt` file located in the `./ems/passive-tank/` directory? If so, you can set it to `false` so the Tank will simply chase the survivors.

This option was added as a workaround for this particular problem as I'm unable to modify the `m_bFinaleTankInPlay` data map with the `NetProps.SetPropInt` function. For more details on the matter, I made a discussion thread a couple months ago going over my potential ideas for addressing this issue that currently don't work in VScripts.
Wizardly 16 Mar @ 1:59am 
Fantastic mod! I keep running into a problem during the finales though, my tank plays passively; however, my finale progresses even though there is a tank out.
Taut  [author] 10 Mar @ 11:44am 
@(^^^) Xeno Yeah, the Tank does seem to occasionally move back and forth when he's far enough away from the survivors. I'll have to fix that in the next update and figure out if there are other times he will simply wander around aimlessly.
(^^^) Xeno 10 Mar @ 11:30am 
I like it and don't like it at the same time because he'll sometimes be going back and forth even though he's really close to the survivor. But surprisingly it player like an actual player which I find it interesting.
gloom 6 Mar @ 9:38pm 
The fact the tank AI can actually extinguish fire is something I've never thought it'd be possible. Yet you did it, the goat does it again.
Taut  [author] 26 Feb @ 10:49pm 
@A Harmless Avacado Thank you very much!
A Harmless Avacado 26 Feb @ 9:16pm 
Wow great job on the update! Field tested! Tanks can NOW extinguish fires on there own.
(^^^) Xeno 24 Feb @ 1:50am 
Wouldn't be possible he can off himself by going through lakes?
Taut  [author] 23 Feb @ 1:34pm 
@A Harmless Avacado I've updated the addon with the following improvements:

[*]Improved the reliability of finding potential spots for the Tank.
[*]Allowed the Tank to move to water if he's on fire and close enough to be extinguished.

Let me know if you encounter any errors.
A Harmless Avacado 22 Feb @ 10:07pm 
Keep me posted! Excited to see if its possible!
Taut  [author] 21 Feb @ 6:05am 
@A Harmless Avacado I could see if I can make the Tank move to water while he's on fire.
A Harmless Avacado 20 Feb @ 11:22pm 
Can you make the tank search for water nearby to extinguish his flame xD
(^^^) Xeno 13 Feb @ 6:55am 
i test it and i like how shy is the tank is XD
Taut  [author] 11 Feb @ 6:46pm 
@rikoaki You're welcome!
gloom 11 Feb @ 6:25pm 
My goat did it. Thanks man!
Taut  [author] 9 Feb @ 11:02am 
@(^^^) Xeno Perhaps I could try to get a recording of a passive Tank who is able to wipe me and the survivor bots by staying far away and throwing rocks until he finds an opening to go in. Of course, I feel it would work best if I also use the `Special Infected Synchronization (Competitive)` add-on to maximize the Tank's potential.

@Legoshi I don't think I sped up the Tank's climbing animations, but I could see if it's possible for the Tank to jump to slightly higher areas instead of having to perform his climbing animations.
Legoshi's Lover 9 Feb @ 10:03am 
Refreshing take on the Tank's A.I, I suggest (if it's possible) to make it so he jumps over railings and small things like trashcans, ambulances, etc. A normal versus Tank can jump instead of using the animation the ai always use. I think you tried to account for that by speeding up the climb animations but it doesn't do that much, although it's nice to see.
(^^^) Xeno 8 Feb @ 10:03pm 
Demonstration? This seems interesting