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In other words, unless I can find a way to change the special infected's target priority using VScripts without having to conflict with their AI, the best way to achieve this would be to use the Target Override [forums.alliedmods.net] plugin for SourceMod which can allow special infected to ignore survivors in the safe area.
Anyway that you can make the SI stop pursuing survivors who are in a saferoom by themselves?
In the meantime, MANACAT has a feature in his `Improved Tank AI` add-on that adjusts the punchable prop's current trajectory to make it more likely to collide with the survivors.
---
cl_crosshair_alpha 0
cl_crosshair_circle_alpha 255
cl_crosshair_circle_mode 2
---
Of course, if you have the `Admin System` add-on installed, then you can add the command variables listed above in the `cvars.txt` file located in the `./left4dead2/ems/admin system/` directory instead.
This option was added as a workaround for this particular problem as I'm unable to modify the `m_bFinaleTankInPlay` data map with the `NetProps.SetPropInt` function. For more details on the matter, I made a discussion thread a couple months ago going over my potential ideas for addressing this issue that currently don't work in VScripts.
[*]Improved the reliability of finding potential spots for the Tank.
[*]Allowed the Tank to move to water if he's on fire and close enough to be extinguished.
Let me know if you encounter any errors.
@Legoshi I don't think I sped up the Tank's climbing animations, but I could see if it's possible for the Tank to jump to slightly higher areas instead of having to perform his climbing animations.