Left 4 Dead 2

Left 4 Dead 2

Gnome Magic Turret
 This topic has been pinned, so it's probably important
kurochama  [developer] 16 Feb, 2024 @ 12:08pm
Bug Reports
This thread is used for bug reports. Feel free to tell me any bug reports found when using this mod.
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Showing 1-15 of 93 comments
Narco 19 Feb, 2024 @ 2:47pm 
Turret options do not work with admin menu 2.0 and do not set bullet count and damage, range and view angle seems to work
kurochama  [developer] 19 Feb, 2024 @ 3:00pm 
Originally posted by Narco:
Turret options do not work with admin menu 2.0 and do not set bullet count and damage, range and view angle seems to work
Actually I did nothing to the damage at least for now (I'm preparing a new update to add a feature to set turret damage though). Have you tried to check the original m60 turret & used it together with admin 2.0? If the original is also bugged then it's an original bug from the original & probably there's nothing I can do before I check scripts on admin 2.0. But if it's not, I'll try to check it soon. Btw which admin 2.0 did you use? From gamemaps or workshop?
Narco 20 Feb, 2024 @ 2:21am 
Admin system 2.0 from workshop, the commands work well on the original mod, it only seems that this menu does not work for the gnome turret

Also would you please remove the effect of explosive ammunizion on turrets by default? With the original turret mod you can already use fire/explosive upgrades, and now it 2 shots zombies even tho the bullets seemingly explode on inpact giving it a look as if it were strong but its "mediocre"
kurochama  [developer] 20 Feb, 2024 @ 2:43am 
Originally posted by Narco:
Admin system 2.0 from workshop, the commands work well on the original mod, it only seems that this menu does not work for the gnome turret

Also would you please remove the effect of explosive ammunizion on turrets by default? With the original turret mod you can already use fire/explosive upgrades, and now it 2 shots zombies even tho the bullets seemingly explode on inpact giving it a look as if it were strong but its "mediocre"
I think I'll need to check it, as it's sure strange when it's only bugged on this gnome turret mod, because all I did was just adding "mapspawn_addon.nut" to trigger an additional vscript file that contains functions for storing gnome to virtual inventory. & I didn't modify turret original scripts as I only added new scripts to save ammo data to virtual inventory to fix full ammo bug when gnome was dropped & then picked again.

As for the explosive effects without "Demolition Shot" enabled, I'll try to check, though it might take some time as I also need to check for bugs after the effect removal.
kurochama  [developer] 20 Feb, 2024 @ 3:59am 
I just checked "Admin Menu 2.0", & found out why gnome turret didn't work. It's because "Admin Menu 2.0" only supports the original version of m60 turret (you can check the mod description). There are at least 2 solutions if you want gnome turret to work:
  1. The author of "Admin Menu 2.0" adds gnome turret as an alternative turret, or...
  2. Edit the "clientmenu.txt" file inside the vpk file & change this script to give gnome (the "scripted_user_func give,rifle_m60") instead of m60:
    "Turret" { "Title" "Turret" "1" { "command" "play buttons/button14; scripted_user_func give,rifle_m60; show_menu Turret" "label" " Spawn M60 / Turret" } "2" { "command" "play buttons/button14; say !mode; show_menu Turret" "label" " Change mode M60 / Turret" } "3" { "command" "play buttons/button14; show_menu TurretAmmo" "label" " Ammo Turret" } "4" { "command" "play buttons/button14; show_menu TurretRemove" "label" " Remove Turret" } "5" { "command" "play buttons/button14; show_menu TurretSettings" "label" " Settings Turret" } "0" { "command" "play buttons/button14" "label" " Exit" } }

The method to fix other turret settings on "Admin Menu 2.0" is also the same. But if you're not sure about what to change, it's better to change only the script above & change the m60 to gnome. At least you'll be able to spawn gnome by changing that.
Last edited by kurochama; 20 Feb, 2024 @ 4:00am
kurochama  [developer] 20 Feb, 2024 @ 4:21am 
Originally posted by Narco:
Also would you please remove the effect of explosive ammunizion on turrets by default? With the original turret mod you can already use fire/explosive upgrades, and now it 2 shots zombies even tho the bullets seemingly explode on inpact giving it a look as if it were strong but its "mediocre"
Btw, I successfully removed the spark effects on normal bullet on the new update. But if what you meant was to turn off "Demolition Shot" by default, I think it won't be necessary because there's already cfg file to turn off.
Narco 20 Feb, 2024 @ 8:51am 
yes spark effects are the culprit, thanks alot, im about to go and try it
Narco 2 Mar, 2024 @ 3:04am 
Bug:
After 5-7 minutes of survival, turrets will stop working, all turrets that are placed on the map become unresponsive, storing gnome in inventory works, placing one down will just throw the gnome
kurochama  [developer] 2 Mar, 2024 @ 4:35am 
Originally posted by Narco:
Bug:
After 5-7 minutes of survival, turrets will stop working, all turrets that are placed on the map become unresponsive, storing gnome in inventory works, placing one down will just throw the gnome
That's strange. I often used this turret to finish some new campaigns but I never got this problem. But I often stored it into virtual inventory, as unlike survival, coop mode has to keep moving.

Probably you can check console for errors, because when a mod stops working, usually there are some error notifications with red texts on console that show which part is error, & which script is error. From that error info on console, which mod triggered the error can be figured out. My suspicion is probably similar to the "steam validation rejected" in your previous case, in which there might be one or some mods that triggered some errors after 5-7 minutes & caused other mods to stop working too.
Last edited by kurochama; 2 Mar, 2024 @ 4:36am
Narco 5 Mar, 2024 @ 3:47pm 
No mod seems to conflict the turret, no specific error leading to turret is shown, as said it dosent want to place it and just throws it infront of himself, inventory system worked, i havent been around to try the original mod but ill try give it a go
kurochama  [developer] 5 Mar, 2024 @ 3:56pm 
Originally posted by Narco:
No mod seems to conflict the turret, no specific error leading to turret is shown, as said it dosent want to place it and just throws it infront of himself, inventory system worked, i havent been around to try the original mod but ill try give it a go
Usually when a mod begins to be bugged/ stop working, some certain error logs will show up on console. So, if next time the turret stops working, you can immediately check console, & look for some words like this:
The index "abcd etc" does not exist (followed with some error logs below it with some numbers indicating on which line the error happens & the name of vscript file where the error happens)
If such error logs don't exist, simply just check red texts that show numbers in a brackets, & copy them here.

Well, I'll be waiting for the result of your test on the original m60 turret mod.
Narco 6 Mar, 2024 @ 3:12am 
I have stopped using it alltogether as it simply dosent just "sometimes break" it is broken completely the turret now does not work, i spend less time on pc during the week so when ill get to test the original mod i will leave you the results
kurochama  [developer] 6 Mar, 2024 @ 6:22am 
Originally posted by Narco:
I have stopped using it alltogether as it simply dosent just "sometimes break" it is broken completely the turret now does not work, i spend less time on pc during the week so when ill get to test the original mod i will leave you the results
Most likely it has conflicts with other mods, because even on my recently created mod about tank's super jump, I still used the gnome turret on the video preview & it worked as usual. I don't know which ones of your mods have conflicts with it, but that kind of undetected conflict actually exists in L4D2. The only way to accurately find out is via checking console for errors/ red texts.
Last edited by kurochama; 6 Mar, 2024 @ 6:23am
kurochama  [developer] 6 Mar, 2024 @ 6:35am 
If you want to find which mods have conflicts with this, you can trace it back when it was bugged for the first time. If you still remember what mods you added that time when the bug happened for the first time, you can find which mods this turret mod conflicts with.
Novus 14 Jul, 2024 @ 8:18pm 
Originally posted by kurochama:
Yo, is it ok if you change the "Tab+Space" for virtual memory into something else? It conflicts with your merciless survivor bot's "Tab+Space" combo for nightvision on or off.
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