Left 4 Dead 2

Left 4 Dead 2

Reinforced Door (Vscript)
23 条留言
kurochama  [作者] 9 月 27 日 上午 2:31 
@Lanzkila , use the chat command. Or use "cl_buy_favorite_quiet 1" to change door color based on your crosshair color.
Lanzkila 9 月 27 日 上午 12:08 
how to change color door ? i just send change door color with color name at chat commands or console ? tq
kurochama  [作者] 9 月 18 日 下午 12:56 
@The Grim Knight , this is only for normal doors. Saferoom doors are already unbreakable except from tank's attack.
Nick 9 月 18 日 上午 9:34 
what about the safe room doors does it work with those if not can you make one please
kouga 6 月 3 日 上午 8:45 
@kurochama, tried both out...it works fantastically! thanks again!
kurochama  [作者] 6 月 3 日 上午 5:05 
@Kouga , I updated the injected cvar. You can check the mod description. Use 0.5 or 1.5 if you want the door to closw automatically when it's set to unbreakable.
kouga 6 月 2 日 上午 10:42 
@kurochama, im aware that it doesnt break yeah, the problem really was that it would open as soon as you press TAB + USE...so even if the door was unbreakable it wouldnt matter because the infected could run through anyway lol. i tried "cl_buy_favorite_quiet 2" after i sent that original comment, and it does seem to solve the problem i mentioned! although, it presents another issue where when the door becomes breakable again, the door automatically opens. so basically the new problem is the opposite of the original problem.
kurochama  [作者] 6 月 2 日 上午 10:08 
@Kouga , as long as the door color changes, it won't break. I ever tested on doors that I put some holes on them with several shots & then change the color, & the zombies couldn't break them.
You can try "cl_buy_favorite_quiet 2", as this will automatically close & lock the door when the door is unbreakable.
kouga 6 月 2 日 上午 9:46 
@kurochama hey so i finally got to playtest this mod. i noticed that the door would open right before it turns unbreakable which is kind of counterproductive. any way to change that?
kurochama  [作者] 5 月 19 日 上午 7:27 
@Bonnie , I tested 2 custom campaigns with locked doors so far, "Resident Evil 1" & "Kokiri Forest". The locked door in RE1 didn't get unlocked with this mod, but the doors in "Kokiri Forest" got unlocked. Probably door types also affect it, like, if the doors are default doors like wooden/ metal doors, there's a chance that they will be unlocked even without keys, but if the doors are custom doors or with different models, they won't be unlocked by this mod. So, probably you can also try to test custom campaigns that use default doors as the locked doors that require keys.
Bonnie 5 月 19 日 上午 7:09 
about custom campaign with puzzle, still doesnt break the campaign so is work fine, the door wont unlock with quiet 2
i tried it without key and seem still locked, i guess other campaign such as silent hill
Bonnie 5 月 19 日 上午 6:54 
ah thank you, is worked, perfect for me to have barricaded feeling XD
kurochama  [作者] 5 月 19 日 上午 1:57 
@Bonnie , now the door can be locked. There's no cfg file yet, but I used an unused cvar injected with scripts, so you can use that cvar instead.
kurochama  [作者] 5 月 18 日 下午 8:31 
@Kouga , it can be buggy to make the door detect common infected nearby & then open itself after several seconds, because even the door will be opened when there's only one common in front of the door.
& about the locking sound, somehow the sound is harder to hear because the sound of opening/ closing the door is also triggered at the same time, so that's why I used a different sound instead.

@Bonnie , as I explained below, adding locking/ unlocking on the door may also have a chance to affect the locked doors in custom campaigns that require keys to open, like for example, pressing TAB + E on those doors might unlock the doors without having to obtain the keys, so I still need to check some custom campaigns. & as zombies normally can't open a door, setting the door to be unbreakable is probably more than enough to keep them from entering.
kouga 5 月 18 日 下午 2:07 
and btw @kurochama havent you already achieved a locking doors mechanic with this mod? the functionality is the same (blocking access to the other side) its just the name is different. thats also why i asked for lock sounds, it doesnt have to work how you think it should, as long as it appears to be on the outside. thats my philosophy, at least.
Bonnie 5 月 18 日 下午 2:00 
hmm what about adding cfg that actual locking the door like barricade it?
kouga 5 月 18 日 下午 12:36 
ur awesome @kurochama 👍definitely gonna mess around with this....oh and forgive me for insisting but i really like the idea of commons barging open doors, haha. what if instead of manually adding a script for detecting common infected attacks, you just make something that detects if commons are nearby > wait a certain amount of time (just enough for the commons to land a couple of hits, but this isnt really whats being detected)> force open the door. that might achieve the same effect? im not sure how viable it is as a method though. do let me know you're thoughts.
kurochama  [作者] 5 月 18 日 上午 10:57 
@Kouga , I added a chat command & sound when the door becomes unbreakable. I also added a cvar injected with scripts to change door color. You can check the mod description.
kurochama  [作者] 5 月 18 日 上午 7:02 
@Kouga , actually it's more complicated to detect common infected's attack on the door than player's & special infected's attack. Player & special infected have "weapon_fire" event function to detect the use of attack button, but common infected don't have it. So, it needs to be added manually via scripts & that would take time. It's better to stick to simplicity for now.
As for locking/ unlocking a door, I still don't plan of adding it because this may trigger an expoit (beneficial bug) or stuck bug in custom campaigns that have locked doors with missions to find keys, because there's a chance that the locking/ unlocking feature may also unlock the locked doors in custom campaigns.
kouga 5 月 18 日 上午 5:32 
chat commands are fine but a cfg file would indeed be great! if you think this mod is a bit too simple and you're still open to more ideas i just thought of something actually... you mentioned before how its a bit unnecessary to increase the health of a door and that you're unsure whether or not it will still take 3 or so hits from commons to break it regardless....what if instead, commons can barge open a door if its unlocked? and what was previously the normal behavior of doors when commons hit them (they start breaking), you instead place as the mechanic for locking the doors? that really ties the whole idea together, dont you think ! 🤔
kurochama  [作者] 5 月 18 日 上午 4:56 
@Kouga , I just maxed the red color for the door, so that's why it looks like that :steamhappy: . But the color effect should be different on other doors with other base colors. For example, for wooden doors, they will change color to brownish red.
Actually it's not difficult to add a cfg file to freely change the color of the unbreakable door, but this mod looks too simple to add only one feature on the cfg file. Probably I'll add some chat commands instead later.
As for the lock sound when changing to breakable/ unbreakable door, probably I can add that later.
kouga 5 月 18 日 上午 3:59 
another thing, how about adding door lock sounds? like for when the door turns unbreakable/ breakable, or when you try opening it when its unbreakable? that would be a nice touch i think
kouga 5 月 18 日 上午 3:54 
holy cow you work fast! i cant test it right now as my wifi got cut off, but from the looks of it this seems like just what i had in mind! hopefully you implement a cfg file eventually, but what kind of settings do you have in mind anyway?

also, this is just me, but the red is a little jarring. im not sure if its possible to implement, but if you really insist on changing the color of the door, what about using the spray on it? or a custom texture like a big bloody "X" across the door. is that too much? haha. if it is, could you add that to the list of configurable settings, the ability to turn off the door changing color. I dont mind not knowing which doors are unbreakable or not, as im probably the one who toggles it in the first place.