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
but thank you for pointing out, i'll find a way to prevent that error
AN ERROR HAS OCCURED [the index 'attacker' does not exist]
CALLSTACK
*FUNCTION [unknown()] scripts/vscripts/l4d1tank_attack.nut line [19]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]
LOCALS
[player] INSTANCE
[event] TABLE
[this] TABLE
[funcName] "OnGameEvent_player_incapacitated"
[idx] 4
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "player_incapacitated"
[this] TABLE
[params] TABLE
[event] "player_incapacitated"
[this] TABLE
It messes with 'use grenades while incapped' addon
This would allow you to control the sound volume more precisely.
Here's an example of how you could use this method:
local distance =
(self:GetOrigin()
player: GetOrigin()): Length()
local volume = 1.0
(distance / 1000.0)
EmitSound("my_sound", "sound/
my_sound.wav", volume,
•
false)
This might be more accurate or might help you more.
A possible solution could be to use the EmitSound method with the bIs3D option set to true. This would allow the sound to play in 3D, that is, its volume to be reduced according to the distance between the player and the sound source.
Here's an example of how you could use this method:
Emit Sound("my_sound", "sound/my_sound.wav", 1.0,_
true)
tank
To prevent the sound from being reduced with the tank theme sound, you can add the following line of code:
// Prevent reduction with the tank sound Emit Sound(soundName, soundPath, soundVolume,
0.0)
// Local sound name soundName = "MySound"
// Path to the local sound file soundPath = "sound/MySound.wav"
// Sound volume (0-1)
local soundVolume = 1.0
// Play the sound function PlaySound()
Play the sound
soundPath, soundVolume)
Emit Sound(soundName, }
// Call the function to play the sound PlaySound()
I thought it was a scripted fix so that when the two-handed holding up animation comes on, like the tank in left 4 dead, it doesn't suddenly do an unnatural animation at the end.
The tank has an animation where it jumps up and then grabs with both hands as it goes up
However, in L4D1 this animation is executed and there is no problem when he is all the way up,
In L4D2, when the tank is all the way up, it suddenly has an unnatural animation where it looks like he's landing with both hands up.
This never happened with tanks in L4D1.
you gained a friend
can you make the tank stop fighting with the AI and definitely go directly to the one that is disabled, like in left 4 dead?
Only when the tank takes down a survivor it's confusing and sometimes it doesn't kill him and he follows us
Finales get broken. During the Tank phase, the game will continue to spawn the next wave, even if it's still alive.
The Tank music tends to skip, repeat, stop, or lower in volume if it incaps or kills a survivor.