Left 4 Dead 2

Left 4 Dead 2

Holy Rest Area (Vscript)
53 条留言
kurochama  [作者] 9 月 12 日 上午 4:23 
@L_M , the notification normally only shows up in the beginning of map or during respawn. It won't spam anywhere else.
L_M 9 月 12 日 上午 3:55 
can you make another option to turn off the notification please

because when im using undead survivor, the notification is always appear and kinda spammy:steamsad:
kurochama  [作者] 7 月 31 日 下午 9:28 
@kouga , that will require some changes on the scripts, including the contents of the cfg file.
kouga 7 月 31 日 下午 8:40 
what if i wanted it to be configurable?
kurochama  [作者] 7 月 31 日 下午 7:51 
@kouga , on the scripts, you can find something like "GetHealth()" & "0.5". If there's "0.5" near "GetHealth", that will be the healing interval of the holy sanctuary.
kouga 7 月 31 日 下午 6:47 
@kurochama, gotcha. its just that i still find it too fast, what can i add to do these features myself? if thats alright to ask
kurochama  [作者] 7 月 31 日 下午 2:04 
@kouga , normally it's possible to add such settings, but the setting for healing speed won't be that helpful, because if you want slow healing, you can set the value to 1 so it will heal 1 health per 0.5 second (2 health per second). The healing cap could be useful, but just adding one simple feature on the cfg file might waste some space. Probably I can make a custom cvar for that instead later.
kouga 7 月 31 日 下午 12:01 
can you add two extra settings to configure this further?
like a setting for how fast or slow heal_amount gives you?
as well as a setting for if the player is above a configurable amount of health (75 for example), they will stop receiving heal_amount?

pretty pleaseeee??
L_M 5 月 29 日 上午 7:37 
i see, maybe because too much zombie at start that make it easy to crash

gonna tone down little bit
kurochama  [作者] 5 月 29 日 上午 5:57 
@L_M 2 , I'm not sure. Probably the case is similar to "Lil Gnome" when you set the radius too wide. Probably it's only related to certain features, like for examples, only "zombie_excorcism" has that problem (because this feature scans all zombies in the radius & then burns them all).
L_M 5 月 29 日 上午 3:32 
the sanctuary one
kurochama  [作者] 5 月 29 日 上午 3:28 
@L_M , what max size? The sanctuary radius or something else?
L_M 5 月 29 日 上午 2:20 
btw how max size that can be work

i try with 1000 and looks like it crash
L_M 5 月 14 日 下午 3:42 
when i try play survival, the sanctuary only work at first spawn and didnt work at another reset round

any plan for fix(?) or add it to spawn right at trigger start event and making another option that the sacntuary can be spawn or not at survival?
L_M 5 月 6 日 上午 8:33 
nice:steamthumbsup: thank you for that
kurochama  [作者] 5 月 6 日 上午 7:04 
@L_M , I just updated the mod. You can try it. I tested to let a hunter punched & jumped on me with "divine_protection" set to 100, & no damage was done & no error on console. But I'm not sure about "Mutated Terror", as some special infected there can instantly incap or even kill a survivor with their abilities (tongue, ride, charge etc) so probably there's a chance that the damage may bypass the "divine_protection"
L_M 5 月 5 日 上午 6:40 
it become null because the damage too big or its get damage rapidly?

because that mutated terror mod especially boomer that can one shoot sometimes kinda spammy when combine with mutated among us(im literally increase the chance of spawn so yeah its chaos af XD)
kurochama  [作者] 5 月 5 日 上午 6:16 
@L_M , based on the info on the error on console, it's not because of other mods but simply because the "damagetaken" was detected as "null" so the math process for "divine_protection" couldn't be completed. Probably adding some scripts will fix this one.
L_M 5 月 5 日 上午 2:17 
yeah

maybe it cause i use mutated among us mod + cheating AI, so the SI always spawn infront of me

so if i stay at safehouse it still bypass it
kurochama  [作者] 5 月 5 日 上午 1:07 
@L_M , did you test the "divine_protection" when that error showed up? Last time I tested by spawning a tank in the saferoom with "divine_protection" set to 100, & it worked without problem. Probably I'll add certain conditions later about that "null" error.
L_M 5 月 5 日 上午 12:35 
AN ERROR HAS OCCURED [arith op * on between 'null' and 'float']

CALLSTACK
*FUNCTION [OnGameEvent_player_hurt()] c:/program files (x86)/steam/steamapps/common/left 4 dead 2/left4dead2/addons/workshop/3470767475.vpk/scripts/vscripts/director_base_addon.nut line [2464]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]

LOCALS
[sanctuary] INSTANCE
[damageresistrate] 0.69999998807907
[survweapon] NULL
[currenthealth] 26
[damagetaken2] NULL
[damagetaken] NULL
[damagetype] -1
[striker2] NULL
[striker] NULL
[victim] INSTANCE
[entDamage] TABLE
[dir] TABLE
[event] TABLE
[this] TABLE
[funcName] "OnGameEvent_player_hurt"
[idx] 3
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "player_hurt"
[this] TABLE
[params] TABLE
[event] "player_hurt"
[this] TABLE
L_M 5 月 4 日 下午 5:04 
aight tysm, gonna try it now:steamthumbsup:
kurochama  [作者] 5 月 4 日 下午 4:35 
@L_M , you can check the new update. I updated the scripts to exclude "info_player_start" entities that are outside survivor's starting point. This probably might not completely solve it though, especially in custom campaigns that spawn survivors at several different locations (like "Fall In Death", "Lost in Linz" etc).
kurochama  [作者] 5 月 4 日 下午 3:31 
@L_M , no, that actually works. If you read the full code, it has "find" on it. When "find" is used, it ignores the full name & as long as the written name matches, it will work.
For multiple sanctuaries, you can check the console. If multiple spots show up, usually there are blue texts about multiple "info_player_start" entities mentioned.
L_M 5 月 4 日 下午 3:24 
i try search it and looks like the code is incomplete

its just "info_player_sta" not "info_player_start", maybe that why the bug cause(?)
kurochama  [作者] 5 月 4 日 下午 12:26 
@L_M , probably because of multiple "info_player_start" entities too.
L_M 5 月 4 日 上午 9:26 
alright nevermind

literally at the passing ch 2, the sanctuary literally all over the place XD
L_M 5 月 3 日 下午 5:02 
nice thanks for the fix:steamthumbsup:

i see, well at least it just one map that happen:steamhappy:
kurochama  [作者] 5 月 3 日 下午 1:43 
@L_M , I just updated the mod, & that error should be fixed now. As for the multiple sanctuaries in map 1 of Dead Center, somehow there's more than one "info_player_start" that's usually used to spawn survivors. Most of the time, this is only placed in the beginning of map. So, that's why there are several sanctuaries showing up in hotel.
kurochama  [作者] 5 月 3 日 下午 12:56 
@L_M , I checked the error & it was because of a copy-paste mistake on the scripts. I forgot to delete "GetZombieType" on some non-player entities detected by the sanctuary. But this won't cause problem as it's only triggered when the sanctuary detects acid in the sanctuary area. I'll fix that on the next update.
As for the sanctuary in map 1 of Dead Center, so far I only designated the first spawn area, the saferoom at the end of map, & medical cabinet as the sanctuaries. The medical cabinet is optional as it can be removed via cfg file.
L_M 5 月 3 日 上午 10:55 
AN ERROR HAS OCCURED [the index 'GetZombieType' does not exist]

CALLSTACK
*FUNCTION [unknown()] c:/program files (x86)/steam/steamapps/common/left 4 dead 2/left4dead2/addons/holy area.vpk/scripts/vscripts/director_base_addon.nut line [2122]

LOCALS
[common] INSTANCE
[owner] INSTANCE
[entDamage] TABLE
[dir2] TABLE
[this] TABLE

and theres alot of sanctuary spawn at ch1 the hotel
kurochama  [作者] 4 月 30 日 下午 2:56 
@L_M , the stacked sanctuaries are usually when the switch to trigger finale is close to the scavenge spot, just like that on the finale of The Passing & Dead Center. You'll see more sanctuaries close to each other when playing finale of "Pasiri" custom campaigns, as there are many cola delivery spots on that finale.
L_M 4 月 30 日 上午 10:59 
nice thank you so much:steamthumbsup:


kinda funny now i have 2 stack sanctuary but at least its work XD
kurochama  [作者] 4 月 30 日 上午 3:24 
@L_M , I updated the "finale_sanctuary". You can see what it looks like on the last 2 images on the image slideshow above.
kurochama  [作者] 4 月 30 日 上午 2:21 
@L_M , the finale one follows the location of the radio/ switch, & in The Passing, it's the elevator's switch (that's why the sanctuary is close to where the elevator is). Probably I'll try to add some conditions to check whether the scavenge event exists or not on the finale. If it exists, sanctuary will be added at the center point of where to pour the gascan/ cola. But I'll make this as the new value on "finale_sanctuary" instead, because some custom campaigns have more than one scavenge location (for example, "Pasiri" has several cola delivery spots, & "Sleepless Night" has like 3 gascan spots), & that can become OP enough if many sanctuaries are found on the finale.
L_M 4 月 30 日 上午 1:02 
yeah the finale one
kurochama  [作者] 4 月 30 日 上午 12:59 
@L_M , which sanctuary? Normal sanctuary, or the new "finale sanctuary"? If it's the normal sanctuary, I slightly modified the script to deploy sanctuary at player's spawn location (so, this now also works on the first chapter. Previous version didn't have sanctuary on the first chapter of each campaign).
But if it's the "finale sanctuary", I placed it on "trigger_finale" entity where a radio/ switch is usually located. I have only tested a holdout finale like that in Hard Rain so far, so I haven't checked the location at The Passing. I'll try to check other types of finale soon.
L_M 4 月 30 日 上午 12:48 
aight after try the update
- there misplace sanctuary at the passing, its not right at the gen but at the pole near elevator
- for escape finale, maybe try place the sanctuary at helicopter when its arrive or still at the idle(maybe its impossible to spawn sanctuary if heli came so dont do it if cant)

overall its good, every place sanctuary finale is i expected place
L_M 4 月 28 日 下午 4:21 
undestandble:steamthumbsup:
kurochama  [作者] 4 月 28 日 上午 11:44 
@L_M , yes, all of them, if you want the radius to remain the same. Each of them controls different features, like radius for medical cabinet, saferoom area, & also radius for "zombie_exorcism".
L_M 4 月 28 日 上午 10:50 
do i need change the another 300 value to what i want to change or just what you mention?
L_M 4 月 28 日 上午 8:09 
i see, gonna try to change now :steamthumbsup:
kurochama  [作者] 4 月 28 日 上午 4:36 
@L_M , there's no feature in the cfg file for that. If it's in the vscript file, the range is controlled by "FindByClassnameWithin". I set the range to 300 there.
L_M 4 月 28 日 上午 12:31 
one question

if i want to change the range of sanctuary, which code or value must have i change
or its kinda tricky?
L_M 4 月 27 日 上午 10:08 
Thank you so much:steamthumbsup:
kurochama  [作者] 4 月 27 日 上午 8:41 
@L_M , I updated the mod. Now the value on "sanctuary_marker" also works as the re-fire interval for the firework. So, if you set the value to 1, the firework will show up every 0.5 second, but if it's set to 10, the firework will show up every 5 seconds (10 * 0.5), etc.
L_M 4 月 27 日 上午 7:17 
but if it cant its okay
L_M 4 月 27 日 上午 7:17 
aight understandable

yeah it is, but i just want to adjust it so is not too obvious:steamhappy:
kurochama  [作者] 4 月 27 日 上午 6:22 
@L_M , I think one of my gnome mods has a feature to disable medical cabinet removal, but I forget which one. As the sanctuary/ holy rest area is blessed on the medical cabinet, if it's removed or converted to other item then the sanctuary will be removed as well.
& no, tank won't die instantly, as he takes damage equal to 10% of current hp every 0.5 second. He'll die if ge stays for around 5 seconds in the saferoom. But this is only triggered if there's at least one survivor in the radius of the sanctuary.
As for the firework, it's possible to fire it less frequently. But why did you want it less frequently? Doesn't the firework make it easier to locate medical cabinet & saferoom from afar?
L_M 4 月 27 日 上午 4:35 
it is compatible with gnome warrior?
because that "medical cabinet" not effective cause it converted to gnome if use gnome warrior


and is tank will instant die if it inside the saferoom?

and some suggestion idk if it can do, maybe add another option to turn off the firework and make the firework not fired rapidly(like make it shoot every 5 sec)