Left 4 Dead 2

Left 4 Dead 2

One Pistol Only (Mutation Mod)
Showing 1-10 of 12 entries
< 1  2 >
Update: Feb 17, 2024 @ 8:38pm

17th of February, 2024 Patch
Tiny fixing up. This changes almost close to nothing for default players unless you're playing the 8-player version of this mod's Survival mutation, where it fixes a potential crash.
  • (Survival) Added a player validity check to OPOS_Funcs::DoPlayerSpawn( userid ).

Update: Jul 1, 2023 @ 3:34pm

1st of July, 2023 Hotfix
This is a quick little update, mainly to address a typo bug that LytR dot lua pointed out to me.
  • Added a missing comma in the third index of witchDMGDiffArray, should hopefully fix a bug in One Pistol Only (Realism) involving the Witch damaging a survivor.
  • (Internal) Replaced addonimage.jpeg with a one-pixel big one, primarily to save some space.

Update: Jun 21, 2023 @ 12:34am

21st of June, 2023 Hotfix
A quick hotfix before I continue work on One Scout Only (Vanilla)'s release.
  • Greatly simplified the process of getting a required string for the start up prints, and added suggestion credits to the second start up print for One Pistol Only (Survival).

Update: Jun 20, 2023 @ 10:28pm

"In Anticipation of One Scout Only (Vanilla)" Refactoring Update
I'm preparing to get One Scout Only (Vanilla) out onto the workshop soon; primarily to fulfill a request for LytR.lua, and secondarily as a demo for the A Tale of Four Sniper Rifles Mutation mod pack.
I thought I can go ahead and update this mod once more with my further refined skills in coding insane Mutation scripts in this game.

Why am I gonna release that one specifically? Because I originally planned for it to be bundled with the aforementioned Mutation pack, but that sucker spent so bloody long in development hell to the point I'm deeming it smarter to have One Scout Only (Vanilla) divorced from it. The version of One Scout Only that will feature in A Tale of Four Sniper Rifles is going to be wildly different from its vanilla counterpart, though.
(I am bereft of clues on if LtyR.lua still uses a modified weapon script for the Steyr Scout sniper rifle, and if they still want One Scout Only (Vanilla). I'll take a stab in the dark.)

Without any further ado, let's get into some minor changes here.
  • I realized there were already enumerations for Special Infected types. So I removed what little enumerations I had for said types in my core script file, and used the director script's enums instead.
  • Made use of Squirrel's "rawin" and "rawget" table functions. I dinnae if this could count as an optimization -- but I'm assuming that since they don't check for any delegates for whatever table they're affecting, that could be a step or two shaved off.
  • Did some tiny refactoring.
  • Successfully removed certain ammo piles, to maintain consistency with other removed ammo piles.
  • (Survival) Thanks to a trick I learned from Rayman1103's Mutation mod pack, I completely overhauled the code behind forcing survivors to have one pistol, so it is no longer a hacky mess relying on a global variable and MutationOptions' DefaultItems function. In fewer words, I hopefully made this system more robust.

Update: Apr 11, 2022 @ 7:13pm

Minor Fixed Coding Update
Using what I learned from working on my next set of Mutations in my spare time (worry not, this will come someday soon,) I fixed a bug or two I might have introduced from my last update and refactored my coding for this mod slightly better.
  • Fixed a bug involving the AllowWeaponSpawn function, believe it or not; if you've been to Swamp Fever's second chapter and noticed a conspicuous rifle -- sniper or not -- hanging off of a parachuted soldier's corpse, or Swamp Fever's fourth chapter and noticed a bunch of weapons in at least one of two spots at the plantation, then you'll likely understand what I'm talking about.
  • Further improved the hooked "round start" event that removes weapon spawns and upgrades so it needn't be redefined for (Survival).
  • (Survival) Redefined Update() functions, so they won't be ran every real-life second (and will only be ran where they're needed to.) Also improved the check for the Helms Deep map, and one or two things about its compatibility; commented out the hooked "weapon dropped" event in the Helms Deep file due to its redundancy.

Update: Dec 14, 2021 @ 4:39pm

Major Code Cleaning-UPDATE!
It says as much on the title. A good chunk of the code has been refactored and/or further improved, and as a result, the file size for this mod has gone down a few kilobytes! Also, this should hopefully mean the Mutations run slightly better.
  • Removed a few unused/pointless/botched functions and variables, especially in the Helms Deep file.
  • Removed or modified some comments (and commented out code.)
  • Made a real enum.
  • Fixed up (and optimized) the DefaultItems function in the Survival mutation's coding, so starting items should show up properly on all Survivors upon starting a level.
Other changes
  • The Witch's damage-dealing calculations in Realism follow the same one as the coop version, although only below Expert; this won't stop you from dying instantly if the Witch drops your health to 0, which depending on the situation might as well be guaranteed.
  • One Pistol Only (Coop)'s pistol damage bonus against a Tank is bumped up by 5%, for a total of 10%.

Update: Jan 4, 2021 @ 2:39pm

Fixing Stuff Up 2021 Edition!
  • Event callback functions are now wrapped in a table.
  • Fixed Mutation loading error likely involving OPO_Funcs.RemoveMiscItems() and OPO_Funcs.RemoveCSSWeapons() and the "round_start" event, by relocating the former two functions to the "round_start_post_nav" event and only calling them when it isn't One Pistol Only (Survival).
  • Tidied up even more on the overall coding.

Update: Dec 3, 2020 @ 10:30pm

Minor Patch #2 (Featuring Mode Images!)
  • My own mode images were added in for each One Pistol Only mode, so you now no longer see a generic mode image per mode if you didn't have Rayman1103's Mutation Mod enabled.

Update: Oct 1, 2020 @ 12:17pm

Survival Update: Helm's Deep Compatibility Fixes Edition
Helm's Deep compatibility
This update was my attempt to ensure some level of compatibility with Helm's Deep. Starting with some good news, here are some things I was able to successfully patch out:
  • Players now won't lose their pistols and gain katanas out of thin air upon starting the map.
  • Magnum pistol spawns, assault rifle spawns, and pump shotgun spawns are removed.
  • Francis and Zoey will not spawn in with assault rifles anymore due to the above change.
  • Bill now no longer spawns in with an assault rifle if the "!bill" command is used.

Bugs for Helm's Deep that I know I possibly won't be able to fix without more time dedicated:
  • The other L4D1 bots, Francis and Zoey, will still keep a pair of pistols in hand.
  • Bill will still spawn in with dual pistols if he was spawned with the "!bill" command; though in subsequent sessions, he will then have the same loadout as the player survivors.

These changes will exclusively apply if you play this Mutation on Helm's Deep.

Everything else
  • (Survival) Fixed a bug that had Survivors getting a med-kit and pain pills when they're defibbed.
  • Changed the Tank spawn event function to make use of the newly added "SetMaxHealth" function for CBaseEntity.
  • Removed the CSS weapon spawn points, and (most) upgrade spawn points.
Added these two new convars to all mode files:
  • "director_cs_weapon_spawn_chance" 0
  • "sv_infected_police_tonfa_probability" 0

Update: Sep 5, 2020 @ 10:08am

Survival Update!
  • Added in One Pistol Only (Survival)! As suggested by Maxie. Now you can finally hold out in a futile last stand with your friends... with only one pistol to shoot with.
  • Changed up the main coding. A majority of the coding has been moved to a core script file, which is now used by all three One Pistol Only Mutations.