Left 4 Dead 2

Left 4 Dead 2

Custom Boss Spawner
36 条留言
Absolute Sucker 10 月 13 日 下午 10:10 
@skysky199

The jockey is the only SI that can do instant damage when pinning a survivor, is there a cvar or a mod that negates their first tick of damage?
skysky199  [作者] 10 月 8 日 上午 10:03 
@Absolute Sucker

[1500 2000]

Added.
Absolute Sucker 10 月 8 日 上午 2:03 
@skysky199

If I set the normal tank's SearchDistance to [0.75 2000] does it function the exact same as the previous TankMaxDistance set to 2000?

There are maps in custom campaigns that has tanks in both set info spawns and random director spawns, ForceProhibitBosses could be useful in these scenarios where DisableDirector won't be if I want to suppress the director tanks whilst keeping the info tanks. This issue is mostly avoided in official campaigns because they already enforced ProhibitBosses to true.
Absolute Sucker 10 月 8 日 上午 2:03 
I also have one last idea I wanted to see, a setting called TankReinforcement. If set to 1, it would prevent multiple tanks in a tank wave from spawning at once, instead the extra tanks would only spawn once the initial tank has seen a survivor. Much like finales that spawns 2 tanks in a row, there would be a delay before each tank spawns, makes them more spread out instead of clustered, extra normal tanks would be set to attack the survivors like ambush tanks. Surprising tanks are exempt from being extras, they can only be the initial tank.

If set to 2, all tanks in a tank wave are extras, requires an initial director tank or info tank to function.
skysky199  [作者] 10 月 7 日 上午 9:15 
@Absolute Sucker

I didn't change the algorithm.
Previously, min was automatically set to max * 0.75.
Now, you can define the search range [min max].

DisableDirector should meet your requirements.
Director will be enabled when the finale starts, which is hard-coded in the script.
Absolute Sucker 10 月 6 日 下午 11:30 
@skysky199

Can you bring back TankMaxDistance? I can't seem to replicate the behavior with the current settings. I also have an idea for a setting called ForceProhibitBosses, can be set to true to disable director spawns without affecting guaranteed map spawns (Info_zombie_spawn).
skysky199  [作者] 10 月 6 日 上午 2:25 
@Absolute Sucker

7.8.
Fixed.

11.
Add one finale setting.
Not adding extra script for now. Will apply it if problems arise.
Absolute Sucker 10 月 5 日 上午 8:15 
@skysky199

11. Allows user curated spawning of tanks and witches in gauntlet finales. While in holdout and scavenge finales, tanks can get stuck and suicide, could use TankSuicideRespawn.

7. 8. Surprising tanks don't seem to spawn in Realism, is it possible to fix?
skysky199  [作者] 10 月 4 日 上午 4:11 
@Absolute Sucker

1. √ 2. √ 3. √ 8. √ 10. √

4. X 5. X 6. X 9. X
Not doable. I’ve tried several methods but I’m not able to force the witch to move to a specific position.

11. X
Specifically, what features are needed?
Only CUSTOM finale type can be modified for Tanks.

7. 8.
Bot Tank decides on its own and will only be visible when it sees a survivor.
Absolute Sucker 9 月 25 日 上午 7:18 
@skysky199

I have a huge list of suggestions for this mod. You can take a look when you're free.

1. Setting that makes certain boss types only spawn on nav units marked with the "escape route" attribute (Default: 0). Surprise Tank is excluded.

2. Removal of AllowTypes in favor of using TotalSpawnLimit to disable boss types (Default: [99 99 99 99 99 99]). From left to right: sitting witch, wandering witch, stalker witch, normal tank, ambush tank, surprise tank.

3. Setting that limits how many witches and tanks can spawn per round regardless of their type (Default: [0 0]).

4. Stalker Witch, wandering witch that pathfinds to the closest reachable survivor. If she can't pathfind to a survivor, she would wander instead. Can spawn behind or ahead of survivors.

5. Setting that makes stalker witch stop moving when she is within a certain distance to a survivor (Default: 100.0).
Absolute Sucker 9 月 25 日 上午 7:18 
6. Setting that makes stalker witch stop moving when she is within a certain distance to a survivor (Default: 750.0) and under direct line of sight, she can move if survivors are facing away or their line of sight is blocked.

7. Surprise Tank, invisible tank that only spawns in rescue closets, they become visible when they aggro. They are affected by TankMaxDistance.

8. Setting that makes surprise tank aggro onto survivors when a survivor reaches a certain distance to it (Default: 200.0).

9. Setting that respawns a stalker witch when she's a certain distance away from the closest survivor (Default: 2000.0).

10. Setting that spawns an ambush tank when a tank suicides, doesn't count towards and isn't restricted by spawn limits since they're meant to compensate for bugged tank spawns (Default: false).

11. A replica of settings.tbl called finalesettings.tbl that only works after finale starts.
skysky199  [作者] 8 月 13 日 上午 6:34 
@Absolute Sucker

You can just say it. I’ll take a look when I have time.
Absolute Sucker 8 月 10 日 上午 7:24 
@skysky199

I have a script request for you if you are free!
skysky199  [作者] 7 月 31 日 上午 10:16 
Original is
SharedOptions <-
{
A_CustomFinale_StageCount = 9

A_CustomFinale1 = PANIC
A_CustomFinaleValue1 = 1

A_CustomFinale2 = PANIC
A_CustomFinaleValue2 = 1
...
}

Maybe change all the A_CustomFinaleX to DELAY and set value to 999999.
The first one may need to be skipped by Director.ForceNextStage().
Create a timer to run your functions.
In the end, use Director.ForceNextStage() for serveral times to skip to the rescue arrival.

Pyrotechnics part should be doable, but I don't know which entity controls that.
Absolute Sucker 7 月 31 日 上午 1:42 
@skysky199

I wanted to make the Dark Carnival's concert finale mostly timer based, the panic stages before tanks doesn't stop until their respective songs end (3:11 for Midnight Ride and 3:01 for One Bad Man). Additionally, the first song consist of 2 separate panic stages, the first one constrains the large volume spawns and ends at the 1:20 mark then followed by the second without the constraint until the song completes.

If possible, I would also like to see the pyrotechnics not go off at the start of both songs, but at 1:20 and 2:54 for Midnight Ride, then at 0:46.5, 1:32.5, 2:20.5 and 2:40.5 for One Bad Man.
skysky199  [作者] 7 月 30 日 上午 8:58 
@Absolute Sucker

What do you mean?
Modifying finale stages? Changing finale type?
I only know that you can modify stages of "custom" type by adjusting the director options.
Absolute Sucker 7 月 29 日 下午 10:13 
@skysky199

Do you accept requests for finale changes? I only know how to increase certain values and add music but I also have ideas that I don't know how to implement myself.
skysky199  [作者] 7 月 28 日 上午 9:30 
@Absolute Sucker

Just updated.
Absolute Sucker 7 月 28 日 上午 9:28 
@skysky199

Hoping to see the limit settings get expanded/improved in the future!
skysky199  [作者] 7 月 27 日 下午 12:21 
@Absolute Sucker

It is indeed closer, but manually searching for a position comes with a slightly higher cost.
However, since this calculation only happens during spawning, it should be fine.

The settings have been added, and the limit is only per wave currently.
Absolute Sucker 7 月 27 日 上午 6:48 
@skysky199

I could be wrong but I think this spawner doesn't spawn Tanks far ahead like the director ones, can I have them do that?

I also want to limit the amount of certain boss types per map (like only 1 ambush tank out of 2 tank spawns), hoping for an update if you have time.
时空之轨迹 7 月 24 日 下午 11:59 
@skysky199

:steamthumbsup::resmile:
skysky199  [作者] 7 月 24 日 下午 11:51 
@时空之轨迹

附帶一提 可以用!search player查相對距離
如果你有裝的話
时空之轨迹 7 月 24 日 下午 11:40 
@skysky199

好的,謝謝作者大大幫我解答
skysky199  [作者] 7 月 24 日 下午 11:37 
@时空之轨迹

給你參考
黑色狂歡節 門口約70% 舞台開關約90% 燈開關約70%
教區 降橋開關約2% 直升機70% 100%在橋上走到底
时空之轨迹 7 月 24 日 下午 11:30 
@skysky199

死亡中心 黑色狂歡節取到開始救援的地圖長度
教區 刺骨寒溪取上直升機的地圖長度

是這樣嗎?
skysky199  [作者] 7 月 24 日 下午 11:25 
@时空之轨迹

如果你是指防守10分鐘 不是
衝刺的那種 算
时空之轨迹 7 月 24 日 下午 11:00 
@skysky199

所以整個救援環節也包括在“地圖長度”裏,是這麼理解嗎?
skysky199  [作者] 7 月 24 日 下午 10:57 
@时空之轨迹

是的
救援的長度可能跟感覺差很多
因為地圖距離與開關距離可能會差很多
或者地圖導航網路的問題
絕對距離一樣但相對位置卻差很多
时空之轨迹 7 月 24 日 下午 10:20 
@skysky199

作者大大,請問最後一關是怎麼算的,也是按地圖長度來算的嗎
skysky199  [作者] 7 月 21 日 上午 4:44 
@Absolute Sucker

Added a setting to determine whether to disable director spawning.

It's not possible to only suppress bosses randomly spawned by director, since the commands essentially force the director to spawn infected, not create them by script (which is not possible with VScript). Even the z_spawn cmd of sv_cheats requires director.
To make the commands work, you need to modify the admin script to temporarily allow the director to spawn bosses, and then restore the director after that.
Absolute Sucker 7 月 21 日 上午 2:29 
@skysky199

Custom Boss Spawner suppresses mandatory witch spawns and Admin System's !z_spawn commands for bosses, I suggest an option to only suppress bosses that are randomly spawned by the director.
skysky199  [作者] 7 月 20 日 上午 3:23 
@Absolute Sucker

Now it should happen less often.
Absolute Sucker 7 月 20 日 上午 1:24 
@skysky199

Wandering :witch: can sometimes spawn on top of fences or on certain spots where she can't wander, maybe there could be a check to see if the spot has enough :witch: friendly nav areas.

I sincerely appreciate all of your hard work here, hope you're okay :p2cube:
Muz 7 月 18 日 上午 7:46 
:tank: :witch:
⋁ɪʀᴜѕ™ 7 月 17 日 下午 1:00 
Wow, nice!