Left 4 Dead 2

Left 4 Dead 2

L4D2 Modified Talker
TommyCD1 20 Sep, 2019 @ 7:11pm
How to restore survivor lost calls?
I've tried messing around with both the MTLostCall and PlayerLostCall stuffs but I really don't know what I'm doing and I can't seem to get it to work.

What I want is for survivors to call out 'hello?' whenever they are all alone e.g. Last Man on Earth.
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Morning 鰻魚精奶奶  [developer] 20 Sep, 2019 @ 8:15pm 
Searching and editing 8 of survivors' "Rule PlayerLostCall" and to delete the criterion IsNotAlone in the end of criteria.

Rochelle's example (producer.txt):
Rule PlayerLostCallProducer { criteria ConceptTalkIdle IsProducer IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 IsNotInSafeSpot IsNotAlone ApplyContext "SaidPlayerLostCall:1:300" ...
"MTLostcall" doesn't have to change anything.
TommyCD1 21 Sep, 2019 @ 11:14pm 
Thanks for the reply! But I've tried to remove the loner condition and it doesn't seem to work for me... Is there something else that could cause it?
Morning 鰻魚精奶奶  [developer] 22 Sep, 2019 @ 7:36pm 
Originally posted by TommyCD1:
Thanks for the reply! But I've tried to remove the loner condition and it doesn't seem to work for me... Is there something else that could cause it?
So far I've not figured out other possibilities to cause this issue.
"Rule PlayerLostCallProducer" was from original talker and it would automatically speak when the nearest survivor was far away from you. (IsClosestSurvivorFar3000) This response would say again if they were still away from you after 5 minutes. (SaidPlayerLostCall:1:300) This means if you play single-player mutation, this response will keep saying every 5 mins.

"Rule MTLostCall" was only designed for usage of radial menu and it would never trigger itself actively like above rule.

You might try to edit talker scripts with notepad++ or other text editors which can display invisible characters (space, tab, new line) to help you debug.
TommyCD1 23 Sep, 2019 @ 12:20am 
Response PlayerLostCallGambler { scene "scenes/Gambler/LostCall01.vcd" //Helloooo? scene "scenes/Gambler/LostCall02.vcd" //Heyyy ooooo! scene "scenes/Gambler/LostCall03.vcd" //Anybody hear me? scene "scenes/Gambler/LostCall04.vcd" //Can you guys hear me? scene "scenes/Gambler/LostCall05.vcd" //Helloooo? } Rule PlayerLostCallGambler { criteria ConceptTalkIdle IsGambler IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall _auto_NotNoLostCall IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response PlayerLostCallGambler }
Okay, so this is all I've done, I've removed the IsNotAlone check and also changed the :1:300 to :1:50 thinking that would make it trigger more often. I had also previously renamed the MTLostCall into PlayerLostCall but have since reverted it. Would any of that inpede the vocalize? This is also working from a completely fresh talker, as in no other changes have been made since downloading from GameMaps.
What about 'IsNotSaidPlayerLostCall' or '_auto_NotNoLostCall' . What do these do?
Morning 鰻魚精奶奶  [developer] 25 Sep, 2019 @ 6:28pm 
Originally posted by TommyCD1:
Okay, so this is all I've done, I've removed the IsNotAlone check and also changed the :1:300 to :1:50 thinking that would make it trigger more often. I had also previously renamed the MTLostCall into PlayerLostCall but have since reverted it. Would any of that inpede the vocalize? This is also working from a completely fresh talker, as in no other changes have been made since downloading from GameMaps.
What about 'IsNotSaidPlayerLostCall' or '_auto_NotNoLostCall' . What do these do?
Above codes you mentioned was completely from original talker, if even this didn't work in your own adapted talker codes, I have no idea what could impede this response.

When this survivor keeps silence for a while (ConceptTalkIdle) and he hasn't said this response yet (IsNotSaidPlayerLostCall !=1, its value isn't 1), he'll say this response and makes the value of "IsNotSaidPlayerLostCall" become 1 for 50 seconds. (SaidPlayerLostCall:1:50) After 50 secs, it will revert to the value that isn't 1 again. It's a switch to pause this response.

Actually I'm not sure what "_auto_NotNoLostCall" is. However this prefix "_auto_" appeared in everywhere in original talker, so do not delete them casually.
TommyCD1 25 Sep, 2019 @ 6:49pm 
So recently my sourcemod had been crashing the game, so I'd been reinstalling it along with all of my plugins... and for some reason that has restored lost calls. I don't know which plugin was blocking it but the vocalizer does work again. If I find out what plugin was causing this I can leave it here later...
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