Left 4 Dead 2

Left 4 Dead 2

Special Infected Synchronization (Competitive)
450 条留言
Thumos  [作者] 12 月 2 日 上午 10:30 
@阿东 For rescue closets to work again, you simply need to remove the `sv_rescue_disabled` command variable from the `convars.txt` file located in the `./ems/sisync-comp/` directory.
阿东 12 月 1 日 下午 11:34 
How do I enable the rescue function? Please! I really need this!
Thumos  [作者] 11 月 22 日 下午 2:27 
@jb^rsy The `SpawnScalarOccupiedLimit` option determines how many field of views will be scanned by the `SpawnScalarOccupiedRadius` option before the earliest one gets deleted. The `SpawnScalarOccupiedRadius` option determines how wide the field of view will be from the survivor to the valid spawn area so the next special infected won't spawn within its radius.
jaborsy 11 月 21 日 下午 11:57 
I have a few more questions, you mentioned before in the comments that in order to make the SI spawn in different directions, you need to modify SpawnScalarOccupiedRadius/Limit. I wanted to know what they actually do when increasing/decreasing them.
Thumos  [作者] 11 月 21 日 下午 3:15 
@jb^rsy That's odd. When I increased the `SpawnRangeMin` option to 300, the special infected simply spawn further away as long as the value is lower than the `SpawnRangeValid` option. Me personally, I recommend setting the `SpawnRangeMin` option to a lower value than the `SpawnRangeValid` option by at least 200 so it gives special infected enough opportunities to spawn.
jaborsy 11 月 21 日 下午 2:01 
Oh and to add as well, the default value for SpawnRangeMin is 200. However when I increase it by 100 the infected seem to spawn much closer, as if increasing the value gives inverted results.
jaborsy 11 月 21 日 下午 1:58 
I have another question. SpawnRangeValid and SpawnRangeMin seems to be broken because everytime I try to change their values the SI won't spawn altogether. Are these hard-coded in the script ?
Thumos  [作者] 11 月 21 日 下午 12:59 
@jb^rsy If less special infected have spawned than either the `MaxSpecials` or `MaxSpecialsTank` option for longer than the value set for the `LastSpawnedInterval` option, then special infected will stop spawning and the respawn timer will begin counting down until they are allowed to spawn again.
jaborsy 11 月 21 日 下午 12:43 
Hello, i just want to clarify something.
For the convars "LastSpawnedInterval", does this mean an SI can no longer spawn after my set time value ? For example, I killed 3 SI, but killed the 4th one later. Does this mean for the next rotation only 3 will spawn because I killed the 4th one later ? ( the 4th kill time exceeded the time I put in the LastSpawnedInterval cvar )
Thumos  [作者] 11 月 19 日 下午 12:10 
@devvie_DanEli That's not good. Are you crashing back to the desktop? If so, do you have other add-ons enabled alongside this one? If not, are there any errors in the console?
devvie_DanEli 11 月 18 日 下午 11:18 
i keep crashing with this mod, its good, but i keep crashing
MrValerie 11 月 12 日 上午 2:10 
:steamthumbsup::steamthumbsup::steamthumbsup:
Thumos  [作者] 10 月 31 日 下午 3:46 
@FrightFulPath© While I was making changes to the `SortSurvivorPriority` function a couple days ago, I noticed I was able to consistently reproduce the `_nexti failed` error when the `Director.GetHighestFlowSurvivor()` function is called in the `SortSurvivorPriority` function when only one survivor is available. After making a couple changes to it, I didn't see any errors pop up and the special infected were able to spawn properly.

Hopefully, the error should occur far less frequently when this add-on is updated soon.
FrightFulPath© 10 月 31 日 上午 7:48 
AN ERROR HAS OCCURED [_nexti failed]

CALLSTACK
*FUNCTION [SetupNavCollection()] scripts/vscripts/sisync-comp_navmanager.nut line [43]
*FUNCTION [UpdateSISyncGenerator()] scripts/vscripts/sisync-comp_scopemanager.nut line [40]
*FUNCTION [FindHiddenSpawns()] scripts/vscripts/sisync-comp_navmanager.nut line [10]
*FUNCTION [UpdateSISyncGenerator()] scripts/vscripts/sisync-comp_scopemanager.nut line [40]
*FUNCTION [PrepareSpecialSpawner()] scripts/vscripts/sisync-comp_infectedmanager.nut line [384]
*FUNCTION [CanSpecialsRespawn()] scripts/vscripts/sisync-comp_infectedmanager.nut line [703]
*FUNCTION [UpdateSISyncMain()] scripts/vscripts/sisync-comp_scopemanager.nut line [77]
FrightFulPath© 10 月 31 日 上午 7:48 
LOCALS
[@ITERATOR@] NULL
[survivor_data] NULL
[@INDEX@] NULL
[spawn_range] 750
[suspend_count] 1
[total_count] 0
[chunk_count] 0
[nav_found] TABLE
[nav_table] TABLE
[survivor_array] INSTANCE
[front_array] ARRAY
[nav_array] ARRAY
[survivors] ARRAY
[this] TABLE
[generator_function] GENERATOR
[generator] ARRAY
[this] TABLE
0
[generator_function] GENERATOR
[suspend_count] 1
[front_array] ARRAY
[nav_array] ARRAY
[survivors] ARRAY
[this] TABLE
[generator_function] GENERATOR
[generator] ARRAY
[this] TABLE
[generator_function] GENERATOR
[front_array] ARRAY
[nav_array] ARRAY
[specials] ARRAY
[survivors] ARRAY
[this] TABLE
[specials] ARRAY
[survivors] ARRAY
[this] TABLE
[specials] ARRAY
[alive_survivors] ARRAY
[total_survivors] ARRAY
[this] TABLE
([3] player)
FrightFulPath© 10 月 24 日 下午 11:08 
https://youtu.be/-m9WmkN2Utw?si=aQNDjk58ytPOnJo0

I spent three hours in dark carnival, I love this mod
belbonassa 10 月 15 日 下午 4:10 
Yep.

I've got a bunch of addons installed, but they don't specifically target special infected.

I've got super horders, which only messes with normal infected spawn and i've got smarter survival bots, which shouldn't mess with special infected either. Other than that, i've got graphical mods and the 8 survivors mod, but i don't think that involves AI at all.

Maybe there's some line of code in one of the other mods that is breaking this, but i'll definetively test more since the special infected ARE smarter and coordinated now.
Thumos  [作者] 10 月 14 日 下午 6:05 
@belbonassa That's odd. Normally, changing the `MaxSpecials` and `MaxSpecialsTank` options should allow more special infected to spawn at the same time especially if the `OverrideMaxSpecials` option is set to `true`. Out of curiosity, do you have other add-ons installed by any chance?
belbonassa 10 月 14 日 下午 5:56 
I tested this out a bit, but it seems like it will only spawn 4 at a time.

From what i read from the configs thread, this one should mean that the game won't limit the specials to only 4, but it will allow for 4 more specials to spawn later too. But they're usually dead before then.

Did i get that right or maybe another mod is conflicting?
Thumos  [作者] 10 月 14 日 下午 5:22 
@belbonassa You can set the `MaxSpecials` option to `8` and the `MaxSpecialsTank` option to `7` in the `settings.txt` file located in the `./ems/sisync-comp/` directory to make it work with 8 survivors.
belbonassa 10 月 14 日 下午 4:53 
Hey!

Is there any command to ask the game to spawn MORE special infected?

I'm currently modding my gave to have 8 survivors, so i would like to have at least 6 special infected spawn each time to balance things out a little bit.
Thumos  [作者] 10 月 13 日 下午 7:46 
@Nivy Unfortunately, I'm not entirely sure how this type of bug can be resolved in VScripts at the moment. In the meantime, if you're using the `Passive Tank` add-on alongside this one and have the `EnablePassiveTankDuringFinales` option set to `true` in the `settings.txt` file located in the `./ems/passivetank` directory, you could set it to `false` to let the AI Tank play as he normally would and greatly reduce the odds of this bug happening during finales.
Kyl 10 月 13 日 下午 3:38 
@Thumos Ok, but is there any way to mitigate this error so that it occurs less frequently?.
Thumos  [作者] 10 月 13 日 下午 2:41 
@Nivy I don't think I have an option in the `Special Infected Synchronization (Competitive)` add-on that prevents this issue from happening. Of course, this bug seems to happen way more frequently in my `Passive Tank` add-on which makes me think this is related to the Tank himself rather than the special infected.
Kyl 10 月 13 日 下午 12:16 
Hi, I’m not sure if this is a bug or part of the mod, but when there’s a Tank in the final chapters of a campaign, after a while when the special infected spawn, the Tank’s music stops and the next horde event starts. It’s like the Tank is already dead, but it’s still alive. Which mod options should I disable to prevent this from happening?
Thumos  [作者] 9 月 30 日 下午 4:07 
@Goldie For spreading out special infected spawns, you can try modifying the `SpawnScalarOccupiedLimit` and `SpawnScalarOccupiedRadius` options in the `manualspecialspawn.txt` file located in the `./ems/sisync-comp/` directory to make sure they don't spawn in the same direction.
Goldie 9 月 30 日 下午 3:21 
Is there a peram to spread out the SI when they spawn? I don't like it when I turn a corner and there's just 4-8 SI just waiting to jump me.
Thumos  [作者] 9 月 28 日 上午 9:55 
@杜子牛 I'm not sure how much further I can optimize the `Special Infected Synchronization (Competitive)` add-on while still giving special infected plenty of positions to potentially spawn at, but I'll see what I can do.
杜子牛 9 月 28 日 上午 3:49 
When this script starts running, it causes periodic lag in the game. I can feel a significant drop in FPS.
杜子牛 9 月 28 日 上午 3:47 
Please continue to refine this script. This script in my game will cause the cycle to lag. I think it's a special infection that's calculated where it's going to be.
rain 9 月 6 日 上午 11:31 
Which convar should I edit to make the bot Jockey more eager to carry survivors off ledges?
Thumos  [作者] 9 月 4 日 下午 3:01 
@jb0rsy You can increase the `SpawnRangeHeight`, `SpawnRangeMin`, `SpawnRangeValid`, and `SpawnRangeWidth` options in the `manualspecialspawn.txt` file to make special infected spawn farther away.
jaborsy 9 月 4 日 上午 7:24 
I was wondering if there's a setting that makes the SI spawn a lil bit farther away. I'm not quite fond of SI spawning very near me.
Thumos  [作者] 9 月 1 日 上午 12:11 
@jb0rsy To make the Hunter crouch from farther away, you can set the `z_hunter_lunge_distance` command variable to `999999999` in the `convars.txt` file located in the `./ems/sisync-comp/` directory.
jaborsy 8 月 31 日 上午 12:57 
Thanks for answering! I have another question - the hunter now seems to only crouch when he's on quite the arm's length. Is there a setting that lets him crouch from farther away ?
Thumos  [作者] 8 月 30 日 下午 2:26 
@jb0rsy For rescue closets to work again, you simply need to remove the `sv_rescue_disabled` command variable from the `convars.txt` file located in the `./ems/sisync-comp/` directory.
jaborsy 8 月 30 日 下午 1:55 
This mod disables rescue closets. Does it have anything to do with the settings ? I've tinkered with it a bit to fit my playstyle
Arkade 8 月 6 日 下午 8:58 
@Thumos Awesome sauce, Thanks again! I'll play around with some of the settings myself to see what each do aswell lol
Thumos  [作者] 8 月 6 日 下午 8:27 
@Arkade Normally, I would leave the options at their default values as they're normally set that way so special infected would be more likely to spawn on potentially valid nav areas. However, you could increase the value of the `SpawnRangeValid` option to `750` so special infected can spawn more frequently if any potentially valid spawn areas are within the value's radius.
Arkade 8 月 6 日 下午 6:23 
@Thumos Oh awesome, what values do you recommend cuz im not really an expert coder myself lol
Thumos  [作者] 8 月 6 日 下午 1:52 
@Arkade There are some higher buildings special infected can potentially attack from such as the alley in the first chapter of No Mercy as long as the areas are within the valid spawn range determined by the `SpawnRangeHeight`, `SpawnRangeMin`, `SpawnRangeValid`, and `SpawnRangeWidth` options in the `manualspecialspawn.txt` file located in the `./ems/sisync-comp/` directory.
Arkade 8 月 5 日 上午 6:47 
attack* just realized my one typo :(
Arkade 8 月 5 日 上午 5:59 
@Thumos That's good to hear! I had some ideas in mind but I'm not sure if it'll be hard to do or just how the AI Directory Works in the game. But is it possible to make chargers, smokers, spitters, etc attach from higher buildings to make it challenging?
Thumos  [作者] 8 月 5 日 上午 1:16 
@Arkade I'm doing fine. Recently, I've simply been performing maintenance for my add-ons in case any bugs pop up. If there are any issues that need to be addressed, feel free to let me know!
Arkade 8 月 4 日 下午 10:57 
Hey! It's been a while since I've touched this game and mod in general, how's it going so far?
Thumos  [作者] 8 月 3 日 下午 1:21 
@zepizamann @KaySeaTTV I've tested this in a Versus mutation as a special infected, and it turns out the other special infected were still able to spawn even though I was still a ghost. I'll have to look into this to figure out what's causing them to still spawn.
KaySeaTTV 8 月 3 日 下午 1:11 
wait for special player not working. Specials are spawning in on their own independent respawn timer.
zepizamann 8 月 3 日 下午 12:28 
wait for special player not working :(
Thumos  [作者] 7 月 2 日 下午 1:57 
In the meantime, you can set the `PreventUnfairSpawns` option to `false` in the `settings.txt` file so special infected can spawn after the survivors leave the starting safe area.
Thumos  [作者] 7 月 2 日 下午 1:55 
@★ Stripa18 I ran the `Special Infected Synchronization (Competitive)` add-on on its own, and the special infected weren't able to spawn in the first chapter of Cold Stream when the opening cutscene finishes on my end. Fortunately, I fixed this issue while I was editing this add-on by forcefully enabling the `EFL_NO_THINK_FUNCTION` operator in the `m_iEFlags` bitfield after the cutscene has ended. Once I fix a few more bugs, I can update this add-on to allow special infected to spawn after the intro is over.