Left 4 Dead 2

Left 4 Dead 2

Carry Ammo Pack = Always in Ammo Upgrade
44 条留言
Absolute Sucker 7 月 3 日 上午 6:40 
@kurochama

Are you still interested in working on ideas for this addon? I have thought of new stuff for it involving an ems file so people can customize it more.
Absolute Sucker 6 月 10 日 上午 4:46 
@kurochama

Understood! Thanks for the clarity.
kurochama  [作者] 6 月 10 日 上午 3:07 
@Absolute Sucker , I'm not sure if I can make it. I can say that technically it should be possible. However, I lack the references for netprops to force witch to sit/ wander. So until they are found, I'll put this aside for now & focus on other mutated special infected first.
Absolute Sucker 6 月 9 日 下午 10:04 
@kurochama

I hope I'm not bothering you, but what's the status on the witch idea?
kurochama  [作者] 6 月 6 日 上午 9:17 
@Absolute Sucker , so far I haven't found any clues about changing witch's mode (sitting/ wandering) from netprops. I think there's one on cvar, but I'm not sure if it could work. The trick would be detecting the watery areas that can slow survivors down, & on "witch_spawn" event function, if her spawn location (witch.GetOrigin()) is in a watery area, change her mode to wandering witch.
Absolute Sucker 6 月 6 日 上午 8:33 
@kurochama

I've always wanted certain maps to have wandering witches, which I've somewhat accomplished with my edited version of "Witch state randomizer" but I wasn't fully satisfied with my result. I also have a problem with witches that are completely underwater.

Now I've come to you, the idea is simply consists of 2 parts. Sitting witches upon spawning would have a lower than 50% chance of turning into a wandering witch. If sitting witches were to spawn touching any kind of water that slow survivors down, they would be forced into a wandering state.

If you need any clarifications, do tell!
kurochama  [作者] 6 月 6 日 上午 6:00 
@Absolute Sucker , the custom cvar needs activation only once when starting your first play after launching L4D2. The cvar setting will be saved on the next maps & campaigns. You can bind a key for that. As for including the custom cvar to "autoexec.cfg" to launch it automatically, I haven't tested it yet so I'm not sure if it can work on "autoexec.cfg". You can give a try.
& for mutated witch idea, what kind of witch?
Absolute Sucker 6 月 6 日 上午 1:53 
@kurochama

The new custom cvar is great! I just wished I don't have to enable it everytime I open the game. Hoping to see more requested features in the possible future!

I see that you dabble a lot with the specials, I have a small idea regarding the witch (which I've pitched to others but it didn't went anywhere) if you're interested.
kurochama  [作者] 6 月 1 日 上午 7:20 
@Absolute Sucker , you can check the new update. I added a new custom cvar.
Absolute Sucker 6 月 1 日 上午 2:02 
@kurochama

Godspeed!
kurochama  [作者] 6 月 1 日 上午 1:13 
@Absolute Sucker , I'm still focusing on making some custom special infected for now, with boomer currently as the main focus.
Absolute Sucker 6 月 1 日 上午 12:31 
@kurochama

Hello! Saw that you're still alive, haven't heard from you in a while.
Absolute Sucker 5 月 20 日 上午 9:11 
@kurochama

Regarding the ammo upgrades, I was fully aware of your concern so that's why I asked for a separate mod. Alternatively, you could make an ems folder to toggle the changes, so they are optional.
kurochama  [作者] 5 月 20 日 上午 6:20 
@Absolute Sucker , tank & some special infected bots can attack pipebomb automatically. You can see this kind of funny behaviors when using my "Saiyan Pipebomb" mod, especially when throwing pipebomb at boomer. But for controlling them to chase a pipebomb, I'm not sure if that's possible or not, as controlling them manually via bot commands may not work perfectly even with a timer.
As for your previous comment about ammo upgrade reset when dropping upgrade packs, I'm not sure. People probably have already gotten used to the current mechanisms of this ammo upgrade pack mod, so such drastic changes like what you suggested may results in some people requesting for a version before the changes are applied. So, unless there are many people wishing for such changes, probably I won't change the mechanisms.
Absolute Sucker 5 月 20 日 上午 4:17 
@kurochama

Can you make Tanks attack thrown pipe bombs? When a pipe bomb is thrown, Tanks would chase the pipe bomb instead of survivors, he will still attack them if they are in his way. Once he reaches the pipe bomb, he will smack it, causing it to explode on him.

I like to imagine they hate the beeping noise as much as the commons.

I also haven't heard from you regarding my previous comment, hoping for some closure for that as well.
kurochama  [作者] 5 月 20 日 上午 3:20 
@Absolute Sucker , sorry I was focusing on making "Fatigue System" & "Reinforced Door" until recently so I was late to reply. What mod idea is it?
Absolute Sucker 5 月 18 日 上午 2:02 
@kurochama

Hello! I have a new mod idea based on an existing one, do you think you have time for it?
Absolute Sucker 5 月 12 日 下午 3:38 
@kurochama

Sorry, I failed to mention that I was pairing this mod with "Pick Up Ammo Packs (READ DESCRIPTION)", this was the Geebanger's mod I was referring to. Is it okay if you make a separate mod exclusively with these 4 changes?

I want to restrict the ammo upgrade to one survivor per pack, so there's still value in finding extra ones. I much prefer losing the more upgrade clip when checking my ammo over seeing the chat notif, seriously. Hoping to hear from you.
kurochama  [作者] 5 月 10 日 下午 6:53 
@Absolute Sucker , just leave the upgrade clip as it is, as it doesn't cause a serious problem. Upgrade ammo sound probably can be added later.
As for removing upgrade when dropping/ changing the upgrade pack to other item, this may cause another problem. This will remove the feature to share ammo upgrade between survivors without using it. & if you have more upgrade clip than original ammo clip & then you change the upgrade pack to other item before picking it back, you'll lose the more upgrade clip, as the new one is adjusted to match the original ammo clip.
Absolute Sucker 5 月 10 日 下午 12:12 
@kurochama

Yes I did delete a comment, sorry about that. It was about my last ideas for this mod, to hopefully improve the subconscious intuitiveness and the vanilla vibe of these ammo packs.

The ammo packs are amazing for players that knows the mod, but most randoms are confused by the ammo packs:

1. Ammo upgrade sound when picking up packs could help signify unaware players that they have the upgrade.

2. Holding the packs would revert the upgrade status as long as it is held, switching to other items would give the status back, in-universe way of survivors checking their remaining ammo. (Still not fond of the chat notif ;P hope it can be optional or removed?)

3. Deploying or dropping the pack reverts the upgrade status immediately, could further inform players of the intended usage. Also useful for wallbanging on the spot.

4. You can probably recreate Geebanger's mod with the suggested fix you mentioned.
Absolute Sucker 5 月 10 日 下午 12:09 
Btw, your comment on 17 Mar @ 3:08am was right, I was dumb. Is the extra upgrade clip an intentional feature?
kurochama  [作者] 5 月 10 日 上午 8:49 
@Absolute Sucker , what ideas? Btw did you delete your comments on "Stumble Shot"? I remember that you replied my comment about Geebanger's mod & asked something about my mods before I slept, but when I checked again after I woke up, the comments were gone.
Absolute Sucker 5 月 10 日 上午 4:54 
@kurochama

If you are free, I have more ideas for this addon. I'll be waiting.
kurochama  [作者] 3 月 19 日 上午 5:00 
@Absolute Sucker , I'm fine, as I just got a little busy in real life lately. For that ammo notification, probably it's better to leave it as it is for now, because removing upgrade during reloading can be tricky too as sometimes the ammo clip display can be bugged when trying to remove the upgrade without emptying the upgrade ammo first. So it might need some tests.
Absolute Sucker 3 月 19 日 上午 1:32 
@kurochama

Hey there, are you alright? Haven't heard from you in a while.
Absolute Sucker 3 月 16 日 下午 8:44 
@kurochama

Yes I did, 180 reserve ammo with 30 upgraded ammo in the clip would equal 210, reloading can sometimes show 228 or more than 220 which is misleading, the bug is inconsistent as well since it would sometimes show 180 + 30 as 210 which is correct.
kurochama  [作者] 3 月 16 日 下午 12:08 
@Absolute Sucker , did you also add the upgrade ammo clip to the total ammo? Probably upgrade ammo clip is also included, so the total ammo is more than usual.
Absolute Sucker 3 月 16 日 上午 9:52 
@kurochama

Sorry I could've specified the issue better, it occurs when reloading a few times after having an ammo refill. The military sniper with 210 total can show up as 220+, smg with 700 total can show up as 740+, and they all use vanilla stats.

Even if this issue didn't exist, I would like to see the suggested fix implemented to help return the vanilla immersion.
kurochama  [作者] 3 月 16 日 上午 9:29 
@Absolute Sucker, the reserve ammo notification isn't misleading, as it follows the total ammo (ammo clip + reserve ammo). It's a default mechanism on L4D2 that once reloading, ammo clip becomes 0 & it's stored to the reserve ammo before the full clip is reloaded. For example, if you have smg with 30/650 ammo, when reloading, the ammo notification will show 680 instead. So the ammo notification reads that total ammo instead.
As for the ammo upgrade sound when picking ammo packs, that can be added later.
Absolute Sucker 3 月 16 日 上午 9:05 
@kurochama

The reserve ammo notification is misleading, it would sometimes show players more ammo than they could possibly have.

Although I have an idea, instead of the notification, the ammo upgrade status would be removed once the primary weapon's reload is commenced and it will return after the weapon reloads. Hopefully it shows the accurate amount of remaining reserve ammo this way.

A bonus feature if you can, picking up an ammo pack would play the sound that's heard when picking up deployed ammo packs.
Absolute Sucker 2 月 21 日 上午 3:35 
@kurochama

Please disregard my new idea, I'll try out Melee Frenzy. Thanks for telling me!
kurochama  [作者] 2 月 21 日 上午 2:15 
@Absolute Sucker , about damage reduction when holding melee weapon, you can check my "Melee Frenzy" mod. I put damage reduction feature there. As for custom stats for each melee, I think this one could be more complicated than custom stats for guns, because melee only has "weapon_melee" as the classname. So, to specify each melee, probably it would require the melee weapon model names instead.
Absolute Sucker 2 月 21 日 上午 12:41 
@kurochama

Survivors take 50% less damage from CI whilst holding down the attack key with the chainsaw is a feature that I am not fond of.

So I suggest the damage reduction becomes active the moment you are holding any melee weapon on hand (including chainsaw).

There could also be a cfg file where each melee weapon would have their own stats (amount of DR applied and chance of DR applying per hit), the set default for all would be 50% DR and 100% DR RNG like my initial idea for the chainsaw. (you can ignore the cfg idea if too complicated)
kurochama  [作者] 2 月 21 日 上午 12:08 
@Absolute Sucker , I can give a try, as long as it's within my vscript knowledge.
Absolute Sucker 2 月 20 日 下午 11:24 
@kurochama

Will you mind if I suggest another addon idea?
Absolute Sucker 2 月 18 日 上午 8:11 
@kurochama

That was quick! Your effort and response were amazing, I am forever grateful to have modders like you!

I think I might hit him up again to get the mechanism to work.

Thanks for all that you've done, seriously!
kurochama  [作者] 2 月 18 日 上午 7:35 
@Absolute Sucker , I just updated the mod. Now the bug on the weapon hud should be fixed
As for the mechanisms of that deployed ammo pack, I can make it, but you can try to make a request to Geebanger first. He's usually the one who's specialized in making useful mods with simple mechanisms. & I'm pretty sure that he'll know what to do if you explain that mechanism to him, as he's also familiar with that mechanism.
Absolute Sucker 2 月 18 日 上午 7:12 
@kurochama

Not exactly what I was looking for, I forgot to mention players should not be able to get incendiary/explosive ammo from deployed ammo packs, instead they would pick up the ammo pack itself if they try to do so. I hope this isn't too confusing.

Looking forward to the next update!
kurochama  [作者] 2 月 18 日 上午 7:02 
@Absolute Sucker , for shotgun, the hud is bugged because it refills ammo clip one by one instead of full ammo clip in one reload. This can be fixed later on the next update.
For a way to prevent ammo pack from being wasted, I'm not sure if this is what you're searching:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3334099231
Absolute Sucker 2 月 18 日 上午 6:35 
@kurochama

Combat Shotgun reloads would show only 1 bullet in the HUD even though it has 9 more, a minor issue really.

You are right, the chat notifications are probably for the best since it would help inform players.

Do you have any fail-safes that prevent the ammo packs from being wasted? Because someone could join and deploy it without knowing. Having the deployed ammo packs be able to be picked up again would solve this issue.
kurochama  [作者] 2 月 18 日 上午 6:11 
@Absolute Sucker , what's bugged on shotgun gun? As for the chat notification, disabling this will make players have no clue about how much the remaining reserve ammo they have, because the reserve ammo is hidden on the hud when using upgrade ammo.
Absolute Sucker 2 月 18 日 上午 5:11 
@kurochama

This is pretty exciting, love the effort so far.

Any plans for the sharing aspect? It will be great for QoL during multiplayer sessions.

The shotgun's HUD are bugged, not detrimental to gameplay but is it possible to fix?

How do I disable the chat notification?
myzhangao 2 月 18 日 上午 2:13 
nice
2 月 17 日 上午 11:30 
This is dope