Left 4 Dead 2

Left 4 Dead 2

L4D1 Tank[Vscript]
68 Comments
PENETRABURRAS5000 18 Jul @ 4:54pm 
Idk if someone has know of this, but the l4d1 tank (in l4d1 obviusly) has also a feature that you can get the tank's attention to save a incaped survivor by shoving him, that wont do any damage but at leas the times i tried, the tank left the incaped survivor alone and go after me
Lemono 11 Jul @ 6:06pm 
Can you do this with the smoker? If you didn't know the smoker in l4d1 would continue to pull his victim if they started a ledge grab and this would cause them to slip a lot faster
Everice  [author] 20 Jun @ 8:28pm 
this mod doesn't have anything to do with tank health
private frankie 20 Jun @ 8:24pm 
dont download this mod if you dont want to cuss and ragequit this mod ups the tanks health for some reason because since the other rigged special infected mods suppose to be harder although the game is already rigged so take my warning if you not scared of getting 100
HERO 4 May @ 7:29pm 
Hellooooo, can you make a script of sounds for Left 1 tanks and have it come with all the sounds from this video? Please, the link, I would really appreciate it. https://youtu.be/9B2NU7ZYgcU?si=vFMpeqCu7ZlsgBbs
HERO 2 May @ 5:38pm 
I confirm what rainyRayne said
RainyRayne 2 May @ 12:02am 
The part of the mod that makes the tank focus incapped survivors seems to break a lot. Like the tank will get stuck trying to get to an incapped survivor and just stand there until he dies. Happens fairly often, a shame too because I really like the fire runspeed part of the script.
Everice  [author] 30 Apr @ 11:51am 
using a lot of script mod could have a chance to colliding each other in 1 way.
but thank you for pointing out, i'll find a way to prevent that error
Cre-mate 30 Apr @ 11:13am 
When Witch incaps you, this error shows up in console

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
HERO 13 Apr @ 11:08pm 
The tank is hundreds of meters away from me and I know that people are going to come or get upset and everything. But I will take responsibility and explain to people and everything. If you like, bro Thank you
HERO 13 Apr @ 11:07pm 
Hello Everice How are you?Look, I was thinking about it and if you want to make the mod just for me, the version you told me that the tank when burned screams like in the original LEFT 1 and it doesn't matter to me that it sounds very loud although
HERO 11 Apr @ 5:46am 
@Dman Hellooooo, I would also love another mod like this, but only for left4dead campaigns and for this one to stay like this, since I do like it to stay like this in all campaigns :)
Dmanemone 11 Apr @ 12:16am 
Im curious, is it possible to get a version that only runs on the L4D1 campaigns?
HERO 4 Apr @ 11:26pm 
Another possible solution could be to use the EmitSound method with the flVolume option set according to the distance between the player and the sound source. N
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.
HERO 4 Apr @ 11:25pm 
I've been asking an AI and it gives me these solutions
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)
Everice  [author] 4 Apr @ 10:27pm 
hello. thank you for the hep. i've been working a lot on vscript and there are few methods to play sound but non of them are that good. they're will get reduced volume when tank theme plays. except one EmitSoundOnClient but that will just make the sound very loud and annoying even though the tank was hundreds meters away from the players
HERO 4 Apr @ 10:07pm 
Helloooo good evening, was this information I sent you any help bro?
HERO 4 Apr @ 7:56am 
I hope it helps you bro, good luck and greetings :)
HERO 4 Apr @ 7:56am 
Configuration to prevent reduction with the sound of the
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)
HERO 4 Apr @ 7:54am 
Custom Sound Script
// 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()
HERO 4 Apr @ 7:28am 
Because it's hard to hear, or could you maybe not do it as a script, just the pure sound? Or would that also be hard to hear?
Everice  [author] 4 Apr @ 7:05am 
i'd like too but too bad in l4d2, sound effect plays by vscript will be hard to hear. they got reduced by tank theme sound
Zaden 28 Mar @ 10:39pm 
This with the Improved Tank AI go surprisingly well.
HERO 28 Mar @ 10:20am 
Hello, I hope you are well. Could you pretend to walk and move like the tank from the original Left4Dead1? I'd really appreciate it.
무비 28 Mar @ 12:58am 
I get it. I'm not saying this mod is a problem,
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.
Everice  [author] 27 Mar @ 10:56pm 
this mod doesn't force any animation on tank. what you saw is purely from l4d2 tank animations
무비 27 Mar @ 10:31pm 
Although it may seem unrelated to animation, the
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.
HERO 22 Mar @ 7:24pm 
the mod is amazing and allthank you very much for this mod
you gained a friend
Everice  [author] 22 Mar @ 1:06pm 
nice idea. i'll think to make mod settings for that later
Chad Senko Fan 22 Mar @ 11:57am 
hey! Great Mod! Was wondering if you could make a version that only works for left 4 dead 1 campaigns? Including The Sacrifice and Last Stand? That would be awesome, but if you don't want to or can't, that is perfectly respectable.
scogia_games 22 Mar @ 11:35am 
Finnaly I have been looking for a mod like this for a while
uronga 22 Mar @ 6:15am 
the artifacts make it look like the stuff people generated using dalle mini back in 2022
Everice  [author] 21 Mar @ 8:40pm 
@Coki it's icon from l4d1 achievement though
Coki 21 Mar @ 7:28pm 
AI thumbnail YUCK :steamthumbsdown:
Everice  [author] 21 Mar @ 7:12pm 
cannot do that. there is no way to stop ai from doing their hard coded tasks
HERO 21 Mar @ 4:18pm 
hellooooooo
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?
hidro 21 Mar @ 3:39pm 
theyre different?
JackRabbit™ 21 Mar @ 3:06pm 
I feel like the tank's spawning is set by the map itself since some maps don't allow witch or tank spawns at all. So I can't imagine it would interfere with the scripts for the tank itself.
Roxy//WAR// 21 Mar @ 12:59pm 
regreso el viejo demonio que todos temiamos.....
Everice  [author] 21 Mar @ 11:52am 
i can do but i think there are already mods for spawning more tanks. if those mods don't interfere with tank ai, this mod should work with those
JackRabbit™ 21 Mar @ 9:01am 
I'd love to see the spawning more like L4D1 as well. Adding a chance for it to spawn more than once on a single map that isn't the finale. I saw other mods out there for it, but it didn't seem like it worked too well and it made a GUARANTEED chance. I just want there to be an increased tank for an extra tank spawn.
Saltwater Bath 21 Mar @ 7:06am 
Has there been a mod that makes tank spawns similar to l4d1? aka more than one tank on a map
Everice  [author] 21 Mar @ 3:45am 
i updated the mod. hopefully it stops the tank confusing when trying to attack incap'ed survivor
HERO 21 Mar @ 2:34am 
Very beautiful :v
Only when the tank takes down a survivor it's confusing and sometimes it doesn't kill him and he follows us
Emilyy ⪩. .⪨ 21 Mar @ 12:58am 
nice
Adam 21 Mar @ 12:02am 
вэсхв
Everice  [author] 20 Mar @ 10:46pm 
@LeoNexGen fixed the finale. probably the reset command does remove tank ai then place a new ai bot in control instead of reset its commands(idk why) that's why the director thinks the tank has been dealt with. thank you for the report
Telor Goreng 20 Mar @ 9:11pm 
gah dayum
LeoNexGen 20 Mar @ 8:12pm 
A few glitches I found:

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.
RED 20 Mar @ 7:36am 
Finally someone has made it. Thank you.