Left 4 Dead 2

Left 4 Dead 2

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Tank Run Testing Initiative
   
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Infected: Tank
Game Content: Scripts
Game Modes: Mutations
File Size
Posted
Updated
328.047 KB
Nov 12, 2023 @ 6:08am
Apr 4, 2024 @ 4:37pm
8 Change Notes ( view )

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Tank Run Testing Initiative

Description
This addon will only work on Local Servers or Single Player!

Help us test additions and fixes to the Tank Run mutation! Your feedback is really important so, if you have any suggestions, feel free to share them!

Here's our repo[github.com] in case you have suggestions or bug reports and prefer to raise them there.

NEW STUFF


  • Explosive Ammo will now slow down Tanks.

  • Upgrade Packs now have a 75% chance of spawning already deployed.

  • Incapped Survivors die quicker sometime after everyone else is inside the end safe room.

  • Church Guy in Death Toll 3 will now become a Tank that only has 25% of health.

  • Tanks now move 28% slower in water and their speed is now affected by walk-only areas.

  • Players no longer need to wait for incapped Survivors to use elevators and to progress at areas like CEDA Truck in The Parish 2.

  • Tanks now take a bit longer to punch again after a successful hit.

  • Tanks can now freely spawn in finale areas before it is started.

  • Killing a Tank in Holdout Finales with a timer now plays a sound to indicate the time discount per kill.

MAP CHANGES


DEAD CENTER
CHAPTER 2
  • Whitaker will now only use short dialogues before opening the door in the Gun Shop.

THE PASSING
CHAPTER 2
  • Replaced some pills spawns with adrenaline.

DARK CARNIVAL
CHAPTER 3
  • Quadrupled pipe bomb density and raised Tank spawn interval to 25 s.
  • Removed a wall in the drop-down room.
CHAPTER 5 (FINALE)
  • Finale Double Tanks spawn more often (30 s delay instead of 40 s) to make better usage of the large arena.

HARD RAIN
CHAPTERS 2 and 3
  • Reworked how the elevator behaves.
CHAPTER 5 (FINALE)
  • Finale Double Tanks spawn less often (50 s delay instead of 40 s).

THE PARISH
CHAPTER 3
  • Replaced some pills spawns with adrenaline.

NO MERCY
CHAPTER 4
  • Removed some walls.
CHAPTER 5 (FINALE)
  • Increased the initial Tank spawn interval.

CRASH COURSE
CHAPTER 2 (FINALE)
  • Tied the finale duration to the Truck Hoist progress instead of the HUD timer.

DEATH TOLL
CHAPTER 2
  • Increased amount of Gas Cans and Propane Tanks.
CHAPTER 3
  • Church Guy now becomes a Tank that only has 25% of health.
  • Tank spawn interval is increased to 30 s after the event.
  • File cabinets in the Church Safe Room are now mostly static.

DEAD AIR
CHAPTER 2
  • Increased the speed that the Crane lowers the Dumpster.

BLOOD HARVEST
CHAPTER 5 (FINALE)
  • Finale Double Tanks spawn more often (30 s delay instead of 40 s) to make better usage of the large arena.

THE SACRIFICE
CHAPTER 1
  • You can now open the Train Car Door even if others players are not in the Boat Arena.
  • Reduced the time to open both train car doors to 2 seconds.
  • Train Car Tank now has 50% more health and its model is unique in the chapter.

ITEM/WEAPON CHANGES


  • Increased duration, splash radius and slowdown of the Bile Effect.
  • Survivors will stand up quicker after being revived by a Defibrillator.
  • Increased damage multiplier of the Grenade Launcher against Tanks to 5 (was 3).
  • Increased M60 damage by 50%.

SCRIPT CHANGES


  • Overall optimization.
  • Added custom support for unlimited Tanks (cm_TankLimit = -1).
  • Improved Tank model customization for maps.
  • Separated public and private mutation state variables.

FIXES


  • Music now plays correctly in finales.
  • Train Car Tank now spawns even if the spawn cap is full.
  • Tanks can now freely spawn in finale areas before it is started.

Take into consideration that these changes are all experimental, so they're all subject to change, and that there's no guarantee that any of them will be added to the main game.

CREDITS
  • Rayman1103: mutation creator.
  • Jugger: idealizer, main playtester and main designer of ideas.
  • [TF] Jack Bauer ︻デ▬——: lead scripter, repo manager and designer of ideas.
  • Nescius: scripting advisor.

SPECIAL THANKS
PLAYTESTING
  • Tardigrade.
  • Klight.
  • Chaos.
  • Reine.
  • inuyasha.
  • M͢A͢R͢K͢ T̶u̶ ̶k̶p̶.
  • 嘿+Dipper+嘿.
  • edu_nascimento.
  • kyno BR RS.

INSPIRATION SCRIPT FOR DEPLOYED AMMO PACKS
  • Vincenza.
Popular Discussions View All (1)
0
Oct 17, 2024 @ 8:16am
PINNED: Bug Reports & Suggestions
Jugger
73 Comments
DARG Mar 30 @ 9:44am 
Sounds good! Me and my friends run many of the popular custom campaigns as well as many lesser known ones.
ͲҒ Jack Bauer ︻デ▬——  [author] Mar 30 @ 9:38am 
Yes, your help would be very much appreciated. I'm about to start working on the repo's rebase to polish and add historic attribution. After this hurdle, there will be a few more pushes of pending updates. A new version will, thus, come soon.
Jugger  [author] Mar 30 @ 9:08am 
@DARG we are still tweaking some stuff for the next update to the mod which will rework a bunch of stuff according to feedback we did get, feel free to send me a friend request if you're interested in helping
DARG Mar 30 @ 8:40am 
Was checking the GitHub repo and noticed some changes for multi stage finales. I use this addon for many custom campaigns but, many of their finales don't work correctly. Was wondering when those updates would come to the workshop so I don't need pack it up and send it to my friends to test as a beta branch kind of thing?

Wouldn't mind helping test and report for custom campaigns if needed.
Jugger  [author] Jan 4 @ 5:17pm 
@K you're welcome, Initiative is just on a little break for now but more tweaks will be made in future version of the mod
K Jan 4 @ 3:25pm 
Thank you for your help! :)
Jugger  [author] Jan 4 @ 2:43pm 
@K If you know how to decompile mods you can remove the c4m2_sugarmill_a_tankrun and c4m3_sugarmill_b_tankrun files from the vscripts, the changes to the elevator are definitely a controversial change, we will look into that.
K Jan 2 @ 2:26pm 
If it's possible, is there a mode to turn such a thing off? Like a cvar or something? There have been times people have pressed the button and left everyone, and I'm not sure how to bring the elevator back down lmao. That's honestly the main reason I've stopped using it, despite all the other changes being good.
Jugger  [author] Jan 2 @ 2:21am 
Any feedback about that and other changes is highly appreciated
Jugger  [author] Jan 2 @ 2:20am 
@K it's one of the experimental changes in Chapter 2 and 3 of Hard Rain, we're still experimenting some stuff with both of those chapters