Left 4 Dead 2

Left 4 Dead 2

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Immersive Limited Ammo Piles
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Game Content: Scripts, Models
Items: Other
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1.661 MB
9 月 1 日 上午 12:42
9 月 3 日 下午 12:47
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Immersive Limited Ammo Piles

在 Hero Unit 的 1 个合集中
QoL and Immersion VScripts
3 件物品
描述
tl;dr
- Makes ammo piles limited and they will visually deplete upon being grabbed.
- Pile uses are RNG between 1-4 uses.
- The probabilities can be configured in ems settings or can be turned off completely.
- If you want immersion without increased difficulty, you can set all piles to 4 grabs.
- Finales are not random and always have 4 use piles.

Everyone in a lobby must be subbed to this to work, not just the host. Otherwise they will see error text on the ammo piles. This is because the mod has precached models.

Long Description


Models
The coffee can and ammo stack now have 4 unique models. Whenever ammo is grabbed their respective piles will decrease in size. On the final grab the coffee can is replaced with an empty physics prop you can shoot and kick around. The ammo stack is replaced by a few empty boxes.

The nightmare modpack created by the much-loved yoru has a deployable ammo backpack which also has a depleting model. It will leave behind an empty prop just like the ammo stack. It is always limited to two uses. Go try nightmare and yoru's other creations if you haven't tried them, they are a lot of fun.

Randomizer
All ammo piles on the map are randomized to one of the 4 models for each type. Uses are tied to the model so this determines how many grabs a pile has. After a few play sessions it should become obvious just by looking at a pile how much uses are left. The default probabilities for each model appearing are 10%, 80%, 5%, 5% for one, two, three, and four use piles respectively.

The randomizer is turned off for the finale so the ammo pile in the finale area will always have 4 uses.

Custom ammo models on custom campaigns
It's very rare but some custom map makers use custom ammo models they created for their campaign or they repurpose a prop model from the game to function as a custom ammo model. If you encounter these piles they will not diminish in size like the coffee can and the ammo stack. 99.99% of ammo piles you encounter will be either the can or the stack so this isn't normally a problem. However, the mod does still support these piles using the global counter method used by other limited ammo pile mods on the workshop.

Randomizer ems Settings
To edit the randomizer settings or turn it off navigate to this folder:
C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\left4dead2\ems\immersive_limited_ammo_piles

Open settings.txt and you'll see the 4 defaults: 10, 80, 5, 5.
Change them to what you wish but keep the formatting intact. If you don't sum up the probabilities to 100 it won't break anything but the percent chance of any pile will be proportionally skewed and won't be what you think.

You can turn off the randomizer and choose a set number of grabs for all piles. Set the one you want to 100 and the rest to 0. Example: 0, 0, 0, 100 results in 4 grab piles always.

Custom ammo models ems ettings
To edit the number of grabs for these piles navigate to the same folder mentioned in the randomizer section, then open settings_custom_piles.txt. You will two default values: "2, 1" with a comma. Change the 2 to the amount of grabs you want on custom model piles.

Waltz hates the empty ammo_stack prop and asked for ems settings for it. Change the 1 to a 0 if you want the ammo_stack model to completely disappear on final grab instead of leaving behind an empty prop.

Credits

Models & preview images - RainyRayne
Code - me
114 条留言
clrn (but festive) 13 小时以前 
awesome
ᴿᴱᴻᴱ™ 12 月 9 日 上午 4:09 
Dang thats a very cool idea guys <3
Very cool mod
Lobster Dado 12 月 7 日 上午 10:46 
very nice mod, do not use it with bots because they're dumb as ♥♥♥♥ and will steal all of it
Hero Unit  [作者] 11 月 27 日 下午 2:07 
The mod only works if everyone in the lobby is subscribed to it.
V 11 月 27 日 上午 2:01 
This mod is great, but man I hope this mod is compatible online without needing others to subscribe on it since I always hosting public local games
RainyRayne  [作者] 11 月 14 日 下午 1:41 
I feel like adding skingroups doesn't really do much for not needing others to download the mod. If you did that method it'd still be jank and unintuitive for people not running the mod since ammo piles would all look the same but just randomly have between 1-4 uses with no way for them to discern, at least the error sign lets them intuitively know the host forgot to send them the addon.
Interneted 11 月 14 日 上午 5:59 
I would actually recode this from scratch and adding extra settings, bug fixes, and more.

However if I can report one major problem that needs to be reworked until I feel like not doing it anymore, is how you set up the models, I recommend set up multiple bodygroups in one model in order and using CBaseAnimating's bodygroup functions to change the models instead of extra precached models to ensure people who don't have this add-on installed will not see errors.

this is an example
Shadowysn 11 月 12 日 上午 7:37 
Did you add spawnflags = 4, to the prop_physics_override entity's keyvalues?
If you did and it still didn't work, an alternate option would be to assign the physics prop to a local variable and use NetProps.SetPropInt(entityName, "m_CollisionGroup", 1) to manually set COLLISION_GROUP_DEBRIS on them.
Hero Unit  [作者] 10 月 27 日 下午 8:43 
No and there is no way to make this without custom models.
CIDADÃO DE MAL ☭ 10 月 27 日 上午 11:58 
IS THERE A VERSION THAT DOESN'T USE CUSTOM MODELS? Because it gives an error for those who are on the server and don't have them.