Left 4 Dead 2

Left 4 Dead 2

Custom Weapon Lab [Base][Vscript]
 This topic has been pinned, so it's probably important
devlos  [developer] 25 May, 2024 @ 10:20am
Bug Reports
BUG REPORTS CAN BE POSTED HERE

Please provide a video or screenshot with a good description off the issue! :-)
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Showing 1-15 of 52 comments
Lerrycapetime 25 May, 2024 @ 2:03pm 
1. You cannot fire upon being grabbed by smokers. Fixed in v0.76
2. After picking up a primary custom, It's possible to switch to your pistol and trade the pistol, glitching out the FOV. Fixed in v0.76
3. Attacking or killing special common infected like Jimmy Gibbs Jr. will crash the game. Fixed in v0.76
4. if you attempt firing after reloading when the gun reaches 0 it will not fire. Fixed in v0.76
5. If a teammate is pounced by hunter and you shoot it, the hunter will not suffer any damage. (This one is unconfirmed, gonna do some more testing.) Fixed in v0.76
6. Infinite shove with custom guns.
7. While holding a custom gun, grabbing a gas-can, gnome or cola and throw it will glitch out the item. do a map with gas-can outlines and you can see them floating around like they are still attached to you. Fixed in v0.76
8. sometimes during round restarts when the team is wiped the weapon will reset to default.
9. If you hold your secondary during level transition the primary will default.
10. You cannot shoot the current firework you picked up and threw.
11. Unconfirmed but rate of fire might reset sometimes, possibly from picking up the normal variant of the gun?
12. Pump/Chrome Shotgun bug the weapon doesn't finish firing when automatic reload is at zero, also during reloads you can fire but the gun will still be reloading, I think this only occurs when holding the mouse down.
Last edited by Lerrycapetime; 17 Jun, 2024 @ 12:41am
Vinny 26 May, 2024 @ 8:54pm 
if you drop a custom weapon while in the ending saferoom and the map transitions, the custom weapon reverts to the vanilla weapon it uses as a base
BrounceLord 27 May, 2024 @ 9:32am 
if i equipping “original weapon”, it will copy a custom weapon, case i equipping AK47 then i pick up the PKM, i will drop PKM but not AK47
devlos  [developer] 27 May, 2024 @ 2:44pm 
Originally posted by 想我了吗,孩子们:
if i equipping “original weapon”, it will copy a custom weapon, case i equipping AK47 then i pick up the PKM, i will drop PKM but not AK47

Same classes are unable to be switched as this is mostly source code behaviour , but i am looking into a alternative to make this happen.
I only test for a little bit after the update, will keep updating this.

1. Chinalake can launch you into the air if you shoot it into your feet, as a side effect of it not stumbling the user anymore.

2. Chinalake can stumble tanks. normal gl can't do this as it's kind of overpowered, you can just keep stumbling the tanks especially with 2 rounds in the chamber and it having the reload speed of a pump.
3. Chinalake can stop your movement momentum when you fire it when moving forward then jumping.
4. I've noticed this since previous updates, Pump type weapons felt really odd to use. Like there's this jank feel to it. Like the timing not matching the animation or it skips animation entirely. -sorta fixed
5. Third person viewmodel bug still exist on my end despite no conflicts.
6. The auto reload feature have a really weird side effects where it would retains the timer and ammo count of the gun it's masking when you reload it then fire. (check the video as it's kinda hard to explain lol, I'm using the gun pack from Lerrycapetime but I thought I let you know.)
7. Ammo upgrade doesn't do anything. Explosives and Fire ammo shoots normal bullets instead. -sorta fixed
8. Ammo upgrades made the "upgraded" ammo stack ontop of the normal ammo. So you have 100 rounds in the gun instead of 50. - Ammo upgrades can still stack.
9. Upgraded ammo also reuse the ammo cap of the gun it's masking when used. Steyr has 31 rounds and when upgraded it has 50 added into it as it uses m16 as the base. In total it has 81 rounds in the chamber.
10. Guns will do it's reload animtion instead of doing the deploy animation when you switch to it and the gun is empty. you can even still reload the gun despite repeteadly switching the guns back and forth and it playing only a single frame of the reload animation.
11. Third person world model of the gun can stack on top of another gun, sometime it will stay on your back despite you switch it out into something else.
12. The guns can still fire 2 rounds at the same time.
- After June 26 Update.
13. You can still fire your weapon after getting slapped by tank.
14. Explosive rounds cannot damage nor make you stumble when shot very close.
15. Shooting at gun emplacement (both minigun and heavy machine gun) or entities will cause them to produce blood particles.

The third person bug still exist on my end for some reason. I'm using the default weapons like pkm and grenade launcher, but it still exist despite the fixes..
Last edited by ʙɪʟʟ'ꜱ ᴛᴇᴀʀꜱ; 7 Jul, 2024 @ 8:25am
NebelFoxy 4 Jun, 2024 @ 7:00pm 
One thing I noticed when making a custom gun for the deagle class: Even when the weapon is replaced, it will always be the regular Deagle if picked up. The custom gun works perfectly if manually spawned, but it can't be picked up as usual.

Also as a minor nitpick, it is holstered on the survivor's back like a primary instead of the regular pistols
Last edited by NebelFoxy; 4 Jun, 2024 @ 7:16pm
devlos  [developer] 5 Jun, 2024 @ 5:48am 
Originally posted by NebelFoxy:
One thing I noticed when making a custom gun for the deagle class: Even when the weapon is replaced, it will always be the regular Deagle if picked up. The custom gun works perfectly if manually spawned, but it can't be picked up as usual.

Also as a minor nitpick, it is holstered on the survivor's back like a primary instead of the regular pistols

Secondary weapons are unsupported , you can try but i doubt it will work efficiently.

I will update the page over this , my fault for not mentioning this earlier.
Last edited by devlos; 5 Jun, 2024 @ 5:49am
devlos  [developer] 17 Jun, 2024 @ 8:30am 
Cleaning up the bug section again with already fixed reported bugs and slight clutter to keep a overview on the bug section , feel free to create a new discussion or comment on the guide or mod outside the bug section if you need any help. Thanks for the understanding! :)
Zaden  [developer] 20 Jun, 2024 @ 1:12am 
Updated (September):

Misc Issues:
- Shooting metal surfaces/props causes them to bleed.
- There is a lack of bullet impact particles.
- Missing the layer animation; The weapon parts that move for each shot are static.
- The last shot is bypassing/skipping the shooting animation and goes into reload.
- Gibbs/Explosive dismemberment option doesn't work.

Gameplay Issues:
- Manual reloading magazine-weapons will let you fire the weapon a bit earlier than the intended reload timing. (When the entire magazine empties or when you grab ammo while you manual reload, it does respect the reload timing).
- Shoving with a custom weapon struggles to break glass and move props. (I kind of also feel that the range to push away Special Infected is short).
- Zoom-in should automatically zoom you out when you jump and/or reload.
- Special weapons (M60/Grenade Launcher slot) can't refill ammo unless the weapon is put away. (I suspect it's a VScript conflict thing)

Base Additions:
- Creation of a Weapon Think Function that disables itself after 1 shot and/or shove: To make Pump-shotguns, bolt-action and semi-auto rifles respect their cycletime, and also interrupt reloading animations.
- Custom weapons currently bypass the common infected's bodydamage reduction of Realism Mode.
- Explosive Ammo should have an area-effect.
Last edited by Zaden; 17 Sep, 2024 @ 1:12pm
devlos  [developer] 22 Jun, 2024 @ 11:51am 

- Added Compability and fixed Compability issues with other game-modes regarding survival , mutation gamemodes and versus.
- Fixed Zoom being stuck and re-zooming indefinitely on sniper classes.
- Fixed Zoom jittering on scoped in weapons that are not a part off a sniper class.
- Fixed pickupables like fireworkcrates , oxygentanks and gascans not being traced , thanks to nescius it's find to ignore traceclass based on ownerentities.
- CustomWeaponArray will now load all weapons instead off unloading when invalid or incompatible weapons are found [A ERROR for the weapon in question will now be shown in console].
- Fixed variable integers not updating correctly each tick , resulting in disabled inputs after reloading and deploying the weapon.
- Fixed shotgun classes double firing their buttonmask when pressing the fire button once such as the china lake. //-- TODO Still a chance on double-firing when out off sync with tickrate on first use cases.
- Fixed entities being damaged when shoved like pickupable explosives.
- Fixed Grenade Projectiles stopping movement velocity off the player.
- Fixed Grenade Projectiles Boosting players into the air.
- Fixed Incendiary and explosive upgrades not giving the correct amount off ammo
- Added Incendiary and explosive effects for tracers , world and hit effects.
tap firing automatics consistently fires the gun twice instantly
Last edited by I STAPLE TAPEWORMS ON MY; 3 Jul, 2024 @ 11:53am
misora 15 Jul, 2024 @ 4:02pm 
make admin system not work
76561199488310429 15 Jul, 2024 @ 7:28pm 
for some reasons the weapons world model on other players don't work, any idea why it does'nt work?
Blazing_Sun 17 Jul, 2024 @ 9:12pm 
it seems upon loading a level the config file for the mod resets to base, removing all added custom weapons from the spawning pool
WarGames 20 Jul, 2024 @ 8:46pm 
This mod has problems with "the legs" addon for one reason the weapon appears floating on the side of yours
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