Left 4 Dead 2

Left 4 Dead 2

Use Adrenaline While Incapped
139 Comments
lightt 5 Jul @ 9:56pm 
finally adrenaline will be useful
Puchito 260 30 Jun @ 9:29am 
ey que pasa me dice que ay un error que no se puede
DoodleKuma 20 Jun @ 5:26pm 
damn
Geebanger0  [author] 20 Jun @ 3:24pm 
doesn't work, adjusting incap health breaks things
DoodleKuma 20 Jun @ 8:17am 
Maybe it grants the player with %25 of your incap health back
Geebanger0  [author] 20 Jun @ 12:31am 
depends what you want it to do
DoodleKuma 19 Jun @ 6:38pm 
would you ever make a use pills while incappped?
Geebanger0  [author] 19 Jun @ 2:07pm 
I have one that lets you give pills to a teammate while incapped
DoodleKuma 19 Jun @ 9:26am 
do you have a use pills while incappped?
Male_09 13 Jun @ 6:08pm 
just thought of a stupid idea with this concept
you inject the adrenaline and youre able to walk arround normally and basically just go back to normal, but as soon as the adrenaline goes off, youre incapped once more
Geebanger0  [author] 12 Jun @ 10:35pm 
:b22_cry:
Jebediah 12 Jun @ 11:18am 
idk man sounds like you should make better nails /s
Geebanger0  [author] 11 Jun @ 7:46pm 
Not sure what you were hoping for but that adrenaline is still there :Eddie:. The spawn works just fine, as do all the others in Swamp Fever, and every other vanilla map, so far as I've seen from the dozens of hours I've spent playing them all with this mod active
Cursed Hawkins 11 Jun @ 11:30am 
@Geebanger
Yes, that table by that staircase unless TLS changed how things work (which I doubt) if this mod is enabled then the adrenaline at that table in theory anyway shouldn't be there, I wouldn't be as convinced that the code property that people left in the comments is for finales exclusively because I do have a mod that will randomize items HOWEVER the one place it doesn't touch are items specifically for finales so everything that's there is exactly where it will always be.
Geebanger0  [author] 11 Jun @ 3:37am 
Are you referring to the small table that spawns adrenalines and sometimes pills?
Cursed Hawkins 11 Jun @ 3:26am 
Just as an example Swamp Fever's finale has two guaranteed adrenaline spawns at the staircase towards the right side that was the common holdout spot (and believe still is even post-TLS) I'd bet that the two adrenaline that should be at that staircase will not be there with this mod enabled because something in its code is causing a problem with the OFFICIAL code that Valve wrote for the finale, a mistake that you made even if it was an accident.

People wouldn't be saying there's an issue about that specific case and coming to the conclusion that this mod is the culprit if they didn't do any troubleshooting and are even trying to help you by telling you the exact code that's being affected so it can be looked into, again if it's just a simple typo causing the issue then there shouldn't be a reason for stating that "fixing it will require remaking it from scratch"
Cursed Hawkins 11 Jun @ 3:26am 
@Geebanger
M8, if the mod is affecting the finale's code for items even if it's a simple typo (which was a case for Colonial Marines that resulted in the Xenomorphs not behaving like Xenomorphs like they did in the demo footage) that should be rather easy to fix because this matter ISN'T about test maps or even custom maps, it's about your mod wither you see it that way or not, doesn't fully work for all official maps when that's the exact purpose that you admit it's supposed to do, all your mod is meant to do is be an extra revival tool nothing more, nowhere does that mean it should be preventing guaranteed adrenaline spawns!
Geebanger0  [author] 11 Jun @ 3:11am 
The exception in this case is item test maps, and some custom maps. This is a niche issue, as item test maps aren't used for proper play, and most campaigns are played on vanilla maps. Is it possible to fix? Potentially, if the mod was remade from scratch in a completely different manner. But I would advise you to look into the law of diminishing returns. It would be a lot of work for something very few people would benefit from, and the benefit they see would be small. It would also likely come at the cost of the mod functioning well for the majority of other players (and yes, the majority of players have no issues with it. It's currently at 97% positive ratings).

I am truly not sure why you're so desperate to paint me as a villain for not wanting to fix this.
Geebanger0  [author] 11 Jun @ 3:11am 
No. I am fine with the mod working in 100% of the cases it is intended to work in, and 90% of the cases it is not intended to.

As I have said previously, I make my mods for the vanilla game. It is unreasonable to expect mods to be compatible with all other mods. In some cases, it is quite literally not possible, as conflicts are unavoidable. I take it you don't have experience with modding? If you are familiar with modding, you would be aware of this. Every mod works differently, and you cannot make a mod that is compatible with every other mod. There will always be an exception.
Cursed Hawkins 10 Jun @ 9:28am 
@Geebanger
So you're content with the mod basically half working correctly because this piece of code weapon_item_spawn is the one that works (which is likely the code used for all the chapters BEFORE a finale) while this piece of code that specifies a certain item spawn weapon_adrenaline_spawn that's usually used for finales isn't working thus expecting players to just hope RNG is in their favor prior to the finale?
Geebanger0  [author] 10 Jun @ 3:58am 
So when people comment and say the mod is broken, it's not telling the full story. They're trying to put my nails into a concrete wall, then telling me I need to fix my nails once they bend. There's nothing about the nails I can fix.

On a side note, when people leave comments about genuine problems that actually come as a result of my mods not working properly, I always do my best to help them, either by fixing the mod or by offering an alternative solution. But there's nothing I can do for people using my mods outside of their intended purpose, or in combination with something that isn't meant to be used with them; these nails aren't meant for concrete, and concretes not meant to have nails put in it.
Geebanger0  [author] 10 Jun @ 3:53am 
In the case of my mods not working on item test maps, that's not because the mod is broken and in need of fixing; there's not actually anything about it I can fix. The way in which it's designed, that being the way that works on most normal maps, just isn't something that item test maps are meant to work with. Sure, it might work on some of them, and if it does then that's great, but it's not what it's meant for. If I wanted it to work flawlessly on those sorts of maps, it would need to be completely remade from top to bottom specifically for that purpose, which would likely come at the cost of its general functionality and compatibility with regular maps.
Geebanger0  [author] 10 Jun @ 3:53am 
Let me explain this to you in a different way

If you buy a pack of nails from a hardware store, and then try to hammer them into a concrete wall, what will happen? You might get lucky and have the nails go in, but chances are they'll just get bent out of shape. In that situation, it doesn't make sense to tell the store their nails are faulty and in need of fixing. Likewise, it doesn't make sense to tell other people not to buy the nails because they always get bent when you try to use them. The nails aren't at fault; rather, concrete isn't designed to have nails put into it. If you used them on something like wood, they'd be completely fine.
Cursed Hawkins 10 Jun @ 2:57am 
@Geebanger
Except your gif doesn't show much EXCEPT that it works, it doesn't show if the adrenaline you had was from the finale or at any other point, some finales have specific items spawned at them and some cases do have adrenaline only spawn where they're found, if your mod is affecting that then that adrenaline isn't going to be spawned where it normally would be!
Ignoring that shouldn't be the mindset you have M8, if people are telling you what's not working when this mod is active and even can narrow down the code that's being affected that's not them going "oh it doesn't work" or "breaks item spawns" they're telling you exactly what's wrong SO YOU CAN FIX IT!
Geebanger0  [author] 10 Jun @ 2:21am 
@Cursed Hawkins I know, and that's not a concern for me.

Item test maps, in terms of testing the functionality of mods, aren't a great choice. In the past I've had plenty of mods that caused weird bugs, unintended side effects, or just straight up didn't work on an item test map, but were completely fine on a regular campaign map. They're convenient, sure, but they can result in problems due to how much stuff they have going on with custom map elements and scripts, etc.

When people comment on my mods saying they "don't work" or "break item spawns", as if to warn other people not to use it, it's pretty frustrating. Because the people saying that are using them on heavily modified non vanilla maps.I can confirm they work bug free when they're used in a vanilla setting. Hell, I use footage of the mod working in the thumbnail. So I just reply saying there's no issue.
Cursed Hawkins 10 Jun @ 1:04am 
@Geenanger
Then that's why people that use test maps to TEST MODS hence their purpose are pointing out that your mod is causing a problem with test maps.
Geebanger0  [author] 10 Jun @ 12:57am 
@Cursed Hawkins yeah, I play on non test maps. I make my mods for vanilla L4D2. I test them for vanilla L4D2, on the base maps, with no other mods enabled. I can guarantee that they work under those conditions. No more, no less.
Cursed Hawkins 9 Jun @ 12:50pm 
@Geebanger0
Download this map M8 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2748125283 The far left shelf is the spawn for the Adrenaline and much like everyone pointing out, this mod prevents that spawn from happening, you're likely only playing on non test maps to be thinking "how is my mod causing that problem?"
Geebanger0  [author] 9 Jun @ 12:33pm 
I have never experienced the adrenaline not spawning issue, and that is with considerably more hours of experience using my mods than all the people complaining about it
Jebediah 9 Jun @ 9:25am 
hey did you solve the adrenaline not spawning problem. Also, you should make it so the round/chapter doesnt end when u go down unless u dont have adrenaline, it kinda makes the mod useless if you need teammates alive to revive urself, when... they can just revive u already. If theres another mod for this lmk!
Cursed Hawkins 7 Jun @ 4:38am 
For anyone that wants to bypass dropping the melee weapon when using this mod, you can use this mod to basically hide the melee weapon in a hidden slot.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=125319470
And YES it does work otherwise I wouldn't be sharing this here.
Geebanger0  [author] 4 Jun @ 3:52am 
no, because its a script
Chocochoco 4 Jun @ 3:44am 
does this work on official dedicated server?
Geebanger0  [author] 1 Jun @ 2:07pm 
@ᚱᚨᚾᛞᛟᛗᚷᚢᚤ no, the game ends as soon as all players are either dead or incapped. You can revive yourself when the failure music plays and it’ll still end
ForlornLarva117 1 Jun @ 1:14pm 
Genius!
ᚱᚨᚾᛞᛟᛗᚷᚢᚤ 1 Jun @ 11:54am 
Will this mod prevent a game over if playing solo?
AchewChew 16 May @ 3:49am 
i did some testing and made a small test map that includes both weapon_adrenaline_spawn and weapon_item_spawn.

with the mod installed, only weapon_item_spawn works and not weapon_adrenaline_spawn
with the mod uninstalled, both entities work.

it's also probably why other comments have pointed out that they dont get adrenaline in the finale.
AchewChew 16 May @ 3:22am 
weird. it does spawn normally on maps but not test maps like the tumtara one.
this might just be a hunch, but i think the issue comes from the entity that spawns the adrenaline. weapon_adrenaline_spawn is probably the one being placed on test maps while weapon_item_spawn is the one being put on campaigns. im not an expert with scripting here, so i'll shut up if im wrong.
Reflexion 14 Apr @ 6:09pm 
Left 4 Dead 2: Krank Editon
Skull Smoke Pipe 31 Mar @ 8:57pm 
could you make a version with pills to use it with rocketdude?
Geebanger0  [author] 21 Mar @ 12:16pm 
@Moirai I have checked out item test maps when I was testing the mod, and I could still find and use adrenaline. Lots of people are saying it doesn't work, and yet I can use it just fine. If I'm using it and it works, then I can't fix the supposed bug.

Most of the time when mods don't work, it's due to conflicts with other mods or people not playing with the correct server settings. I do my best to minimise these conflicts, but I can't guarantee that it will work alongside all other mods. I test what I make with no other mods enabled, and when I did that for this mod it worked.
Moirai 21 Mar @ 10:45am 
You said there is no Bug But here am I am showing a clear example of said Bug that others are talking about, and giving an easy place to observe that Bug. I will agree with you that it dose not effect the intended use of the mod in any way but if you want others to shut up about it here it is to check out if your interested.
Geebanger0  [author] 19 Mar @ 11:08pm 
@Moirai as I have already said, it functioned as expected when I tested it. I played on vanilla maps and other item test maps and adrenaline appeared as normal.
Moirai 19 Mar @ 7:59am 
@Geebanger0 Try The Whitaker's Gun Range Mod, The Adrenaline dose not spawn there with this mod active so there is a bug. :crossout_craft:
Unsigned_User 17 Mar @ 9:26pm 
Esta bugeada me desaparece la adrenalina
DIFuretower 15 Mar @ 5:52am 
алё
Tronblack87 13 Mar @ 9:23pm 
Xddddddddddd
Geebanger0  [author] 13 Mar @ 7:28pm 
:frank2:
Geebanger0  [author] 12 Mar @ 11:02pm 
To everyone asking if I've fixed the bug: no, I haven't. Because I've been testing mods that incorporate the same scripts for weeks and I haven't seen adrenaline spawns impacted at all, let alone disappearing entirely.
Geebanger0  [author] 12 Mar @ 11:01pm 
the only part of the mod that can affect item spawns is the adrenaline weapon script. To be used while downed, it has to be reclassified as a pistol. This can sometimes cause it to spawn in place of other pistols or magnums. Very rarely, it can cause other bugs like multiple of the same item spawning really close to each other, or glitched gas cans spawning instead of another item. But these glitches are rare, and they don't remove adrenaline entirely, nor do they mess with other items like pills or defibs.