Left 4 Dead 2

Left 4 Dead 2

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Throwable Melee Weapons Advanced (Vscript)
   
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Game Content: Weapons, Scripts, Miscellaneous
Game Modes: Single Player, Co-op
Weapons: Melee
File Size
Posted
Updated
38.404 KB
Feb 13 @ 11:21am
Apr 5 @ 11:20am
12 Change Notes ( view )

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Throwable Melee Weapons Advanced (Vscript)

In 1 collection by kurochama
Unique Weapons with Special Features
41 items
Description
This one is the version with a cfg file. I decided to make a new one instead, because some mechanisms have changed. So, the prototype version is still available, in case if some people prefer the prototype version. I used the same animated previews, as basically it's still the same, with only the damage mechanisms changed.

The main mechanisms are still the same. To throw melee weapon, you only need to hold RELOAD button & then press FIRE button, or simply press ZOOM button. Melee will return automatically, & the time until the melee returns can be adjusted via cfg file.

The list of features available on "throwable melee weapons.txt":
  1. Melee Throw Hit Cooldown: How long until the melee returns to the owner after a successful hit on a zombie. Default value is 1 (1 second). Min value= 0 (instant return), max value= no limit.

  2. Melee Throw Miss Cooldown: How long until the melee returns to the owner after it hits objects or misses. Default value is 5 (5 seconds). Min value= 0 (instant return), max value= no limit.

  3. Melee Damage Multiplier On Common: The damage multiplier on common infected hit with melee throw. The damage multiplier is based on target's current health. The target hit with melee throw will stumble. It's in float/ decimal. Min value= 0.01 (1% of target's current health), max= 1 (instant kill, damage is equal to target's health).

  4. Melee Damage Multiplier On Smoker: Same as above, but for Smoker.

  5. Melee Damage Multiplier On Boomer: Same as above, but for Boomer.

  6. Melee Damage Multiplier On Hunter: Same as above, but for Hunter.

  7. Melee Damage Multiplier On Spitter: Same as above, but for Spitter.

  8. Melee Damage Multiplier On Jockey: Same as above, but for Jockey.

  9. Melee Damage Multiplier On Charger: Same as above, but for Charger.

  10. Melee Damage Multiplier On Tank: Same as above, but for Tank. A special case, tank only has 20% chance to stumble.

  11. Melee Damage Multiplier On Witch: Same as above, but for Witch.

  12. Melee Area Damage Multiplier: This one is applied on common infected near the target that take shockwave damage. The damage multiplier formula is the same as above.

  13. Melee Throw Gore Mode: When enabled, common infected killed with melee throw will have parts of their body dismembered/ gibbed/ destroyed. (NOTES: This only works on default L4D2 common infected skins & common infected skin mods that support gibs)

  14. Melee Throw Glow Type: This feature controls the glow on the melee throw, whether it's from dynamic light or from the glow of the melee itself. You can set this to 0 to disable dynamic light on the melee throw.

  15. Melee Spinning Throw: When enabled, melee will spin when thrown.

  16. Melee Warp Pickup: When enabled, you can pick the thrown melee immediately by holding E (Use) key. You can also pick the melee even when climbing a ladder (but you'll lose your grips on the ladder, so you need to grab the ladder immediately when picking a melee during climbing).

The simple mechanisms of "Throwable Melee Weapon":
  • Hold RELOAD button & then press ATTACK to throw the melee you're holding. Alternatively, you can simply press SCOPE/ ZOOM button to throw.

  • You'll temporarily get a pistol after throwing your melee. If you have a primary gun, you'll switch to primary gun instead of secondary.

  • The thrown melee will have a special dynamic light following it, so it works like flare.

  • When it successfully hits zombies (CI, SI, tank, & witch), there will be a small shockwave special effect.

  • The damage is based on damage multiplier features on the cfg file.

  • The thrown melee can destroy breakable objects. Custom bosses/ enemies in custom campaigns may be included as long as they can take damage.

  • When the thrown melee hits zombies, there's 1 second of cooldown until the melee automatically returns to the owner. This can be changed via cfg file.

  • When the thrown melee hits objects or misses, there are 5 seconds of cooldown penalty until the melee automatically returns to the owner. This can be changed via cfg file.

  • You can throw the melee at other survivor, but it will deal no damage. Instead, the survivor thrown with melee will stumble & use some voicelines to complain, or scream (don't try to throw it at Zoey or Louis, ok :D ).

  • The melee throw can bypass riot zombie's armor.

  • If you throw melee when you're hanging from the ledge or incapacitated, melee won't return. But you can use "Melee Warp Pickup" & hold E (Use) after you stand up again to pick the melee automatically, no matter how far the melee is.

  • If you throw melee while climbing, the melee won't return automatically but when using "Melee Warp Pickup", the E (Use) key can be used to pick the melee no matter how far it is. However, the moment you press E, you'll lose your grip on the ladder, so make sure to grab the ladder again after you press E to pick the melee.


Q: "Does this work on custom melee weapons?"
A: "As long as they're not custom melee weapons with special features/ powers like flamethrower, rocket launcher, Celestial Melee Weapons etc, it will work. Actually it also works on those custom melee weapons with special powers, but it would be funny to throw your flamethrower instead of using it to burn zombies, wouldn't it? Heheheheh..."


So, with this mod, you can have a semi-boomerang melee to support you as a melee wielder, so you can also deal long range even without pistols.


NOTES:
  • Damage multiplier features can be set above 1, but it's better to set it to 1 max, because setting the value to 1 is already equal to instant kill on hit.
  • A secret feature: If you set "Melee Throw Miss Cooldown" to high value & then pick the melee manually, you'll get a "One-Time-Protection Flare" in melee range that makes you a glowing survivor & the flare deals damage to any zombies coming close to you in melee range. This also works on special infected's abilities that pin a survivor.
  • A known bug: If you use SCOPE/ ZOOM to throw the melee, the melee will be thrown farther than when using RELOAD + FIRE, as if it's thrown with lower gravity (no idea how this could happen, as the throw mechanisms are actually the same, with only different keys to press).
  • This can't be used together with "Melee Sharpshooting" mod, as this also uses SCOPE/ ZOOM button to throw melee.
  • If you prefer the old version, you can go here: Throwable Melee Weapons (Prototype)
74 Comments
Kouga May 16 @ 1:22am 
its not a distraction at all. I have CTRL bound to where CAPSLOCK is, so its much easier on my pinky to reach during play. My ALT key is also where my TAB originally is... as you see I do agree because I also dont use TAB as frequently and given the layout of my keyboard I put it somewhere out of way. It would be straining for my fingers to have to reach all the way down just to throw, but i know thats a specific use case. my compromise at the moment is to rebind RELOAD to Q, so my hands can reach it much more reliably, but thats besides the point👍
kurochama  [author] May 15 @ 11:52pm 
@Kouga , won't it become a distraction during play if you press CTRL for crouching & at the same time the survivor's status & maps are displayed because of the SCORE function? I usually leave TAB alone as I almost never check it unless if I forget which map I'm in when playing custom campaigns.
Normally it should be possible to combine "ZOOM + FIRE" to throw melee, but I can't see it as an effective solution. & if what your problem is the scope feature being active after melee throw, changing to "ZOOM + FIRE" won't affect much either, as the primary gun will still zoom the moment you switch to primary gun after throwing melee.
Kouga May 15 @ 11:32pm 
the thing with TAB is that I personally have it bound to where the CTRL key is on the keyboard; which is more of a me-problem than anything but its definitely a factor into why id rather have SCOPE + FIRE. as for RELOAD + FIRE, that is the button ive been using as an alternative, and i rather like the lower gravity effect it has. i just wanted to ask if it were possible to update the current buttons. ✌️
kurochama  [author] May 15 @ 11:04pm 
@Kouga , instead of "SCOPE + FIRE", I think it's better to use TAB (Score) button instead as an alternative to throw melee, as this button is almost never used except only for few purposes. & actually you can also use "RELOAD + FIRE" to throw melee, but this throw is affected by gravity so it will fall to the ground earlier than when using SCOPE/ ZOOM.
Kouga May 15 @ 8:00pm 
im not sure if we're on the same page xD scope on all guns + throwable weapons actually work fine. there's no bug where my melee throws when i hold my primaries. the behavior im talking about is when im holding my melee and it does two things:

1) it still zooms when I hold SCOPE/ZOOM. I should clarify that I am on ScopeZoomMode 5
2) the melee throws as soon as I press SCOPE/ZOOM, but id like it to be updated to SCOPE/ZOOM + FIRE instead.

i just dont want the melee to throw immediately when I press SCOPE/ZOOM. my reasoning is just that it feels mechanically better. sorry for the confusion xD
kurochama  [author] May 15 @ 7:41pm 
@Kouga , that's really strange then, as actually I often used this together with my m203 series mods, & as those mods also use SCOPE/ ZOOM to trigger m203, so it's basically the same zoom mechanisms as "Scope On All Guns". But I never had a bug where my melee was thrown by accident when I used SCOPE/ ZOOM on my primary guns when I was trying to use m203.
Kouga May 15 @ 7:29pm 
okay, after further testing ive reconfirmed that scope on all guns really does zoom the instant i throw the melee weapon. but it seems that the behavior of throwing does originate from this mod. my request is to just have the SCOPE/ZOOM button be held and require FIRE to actually throw the melee (SCOPE/ZOOM + FIRE, the same behavior as RELOAD + FIRE) instead of just tapping SCOPE/ZOOM once. is that possible? :>>
Kouga May 15 @ 6:27pm 
1. thats odd then, im not sure whats causing the issue in my game exactly but i swear that zooming launches the melee somehow. and it does that only when im holding the melee not the gun like you said. im not on my laptop rn so i cant confirm but i will do further testing.
2. ah, i see then. its a bit impractical to have it implemented because of the limit. no worries then
kurochama  [author] May 15 @ 11:17am 
@Kouga:
1. Melee is only thrown if you're holding melee when pressing SCOPE/ ZOOM. So if you're holding a gun, the melee won't be thrown.
2. The available buttons are actually limited, like there are only movement (w, s, a, d), crouch, walk, jump, shove, score, use, reload & scope/ zoom. So even if a feature is made, you can only change the button to either one of those I mentioned.
Kouga May 15 @ 6:48am 
hey im back. i have two more (hopefully easier) suggestions for this mod. could you make it so 1) SCOPE/ZOOM is updated to SCOPE/ZOOM + FIRE? i have the Scope on all Guns mod installed, and so its a little jarring to have the melees fly immediately as soon as i zoom. 2) could you make it configurable which button to press/hold to throw?