Left 4 Dead 2
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L4D1 Tank[Vscript]
   
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16 MAR a las 5:55 a. m.
2 MAY a las 12:35 a. m.
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L4D1 Tank[Vscript]

Descripción
Only works on local host/Dedicated Server
Changes L4D2 Tank to act like L4D1 Tank. Tank continuously attacks after incap a survivor and will try to kill any incap'ed survivor it comes across.

Tank will run faster when on fire. I increased Tank's speed slightly more than in L4D1 because burning causes damage in L4D2.

***Tank may looks a bit weird when attacking incap'ed survivor or trying to run into incap'ed survivor. that's because the AI in l4d2 is fighting with override command i put to it. but despite that, he still going after incap'ed survivor first
64 comentarios
HERO 4 MAY a las 7:29 p. m. 
Hellooooo, can you make a script of sounds for Left 1 tanks and have it come with all the sounds from this video? Please, the link, I would really appreciate it. https://youtu.be/9B2NU7ZYgcU?si=vFMpeqCu7ZlsgBbs
HERO 2 MAY a las 5:38 p. m. 
I confirm what rainyRayne said
RainyRayne 2 MAY a las 12:02 a. m. 
The part of the mod that makes the tank focus incapped survivors seems to break a lot. Like the tank will get stuck trying to get to an incapped survivor and just stand there until he dies. Happens fairly often, a shame too because I really like the fire runspeed part of the script.
Everice  [autor] 30 ABR a las 11:51 a. m. 
using a lot of script mod could have a chance to colliding each other in 1 way.
but thank you for pointing out, i'll find a way to prevent that error
Cre-mate 30 ABR a las 11:13 a. m. 
When Witch incaps you, this error shows up in console

AN ERROR HAS OCCURED [the index 'attacker' does not exist]

CALLSTACK
*FUNCTION [unknown()] scripts/vscripts/l4d1tank_attack.nut line [19]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]

LOCALS
[player] INSTANCE
[event] TABLE
[this] TABLE
[funcName] "OnGameEvent_player_incapacitated"
[idx] 4
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "player_incapacitated"
[this] TABLE
[params] TABLE
[event] "player_incapacitated"
[this] TABLE

It messes with 'use grenades while incapped' addon
HERO 13 ABR a las 11:08 p. m. 
The tank is hundreds of meters away from me and I know that people are going to come or get upset and everything. But I will take responsibility and explain to people and everything. If you like, bro Thank you
HERO 13 ABR a las 11:07 p. m. 
Hello Everice How are you?Look, I was thinking about it and if you want to make the mod just for me, the version you told me that the tank when burned screams like in the original LEFT 1 and it doesn't matter to me that it sounds very loud although
HERO 11 ABR a las 5:46 a. m. 
@Dman Hellooooo, I would also love another mod like this, but only for left4dead campaigns and for this one to stay like this, since I do like it to stay like this in all campaigns :)
Dman 11 ABR a las 12:16 a. m. 
Im curious, is it possible to get a version that only runs on the L4D1 campaigns?
HERO 4 ABR a las 11:26 p. m. 
Another possible solution could be to use the EmitSound method with the flVolume option set according to the distance between the player and the sound source. N
This would allow you to control the sound volume more precisely.
Here's an example of how you could use this method:
local distance =
(self:GetOrigin()
player: GetOrigin()): Length()
local volume = 1.0
(distance / 1000.0)
EmitSound("my_sound", "sound/
my_sound.wav", volume,

false)
This might be more accurate or might help you more.