Left 4 Dead 2

Left 4 Dead 2

Special Infected Synchronization (Sync Only)
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Update: 7 apr 2024 om 3:00

Bug Fixes
  • Removed the `PreventUnfairSpawns` requirement for the `HasAnySurvivorLeftSafeArea()` function to prevent the special infected from spawning as soon as a survivor leaves the safe area.

Update: 6 apr 2024 om 17:00

Bug Fixes
  • Added the missing functions for modifying the `SICount` variable. This fixes a bug where the special infected would occasionally be desynchronized.

Update: 28 feb 2024 om 17:00

Additions
  • Added the `PreventUnfairSpawns` option to `settings.txt` which prevents the special infected from spawning if a cutscene is playing or if the survivors are still in the safe area.
Changes
  • Added local variables for functions that create tables for survivors and special infected. This improves performance by having the `foreach` statements only call the functions once as opposed to running the functions per player.

Update: 14 feb 2024 om 20:00

Changes
  • Replaced the `Director.IsPlayingIntro()` function with the `SISync.CanSurvivorsMove()` function which checks to see if the survivors' flags are set to `FL_FROZEN`. This will allow any in-game cutscene that prevents the survivors from moving to not spawn special infected during that time.
  • Increased the minimum and maximum initial spawn delay to `30` and `60` seconds respectively.
  • Increased the minimum respawn timer to `45` seconds.
  • Removed the functions and variables that modified the maximum special infected so the Director can control it instead.
Bug Fixes
  • Set the `MaxSpecials` and `cm_MaxSpecials` variables to a fixed number rather than changing them to `0` whenever the special infected are not allowed to spawn. This allows team switching to work as intended.

Update: 31 dec 2023 om 13:00

Changes
  • Used the `Director.ResetSpecialTimers()` after setting the `SessionOptions.cm_SpecialRespawnInterval` variable to `0` when the special infected are ready to spawn. This prevents the special infected from spawning prematurely if a campaign decides to use the `cm_MaxSpecials` variable mid-game.
  • Used the `SISync.InitialSpawnTime` instead of the `SessionOptions.SpecialInitialSpawnDelayMin` and `SessionOptions.SpecialInitialSpawnDelayMax` variables for determining the initial spawn delay. This allows the initial spawn delay to be reset and prevents the special infected from spawning if the intro is currently playing and the survivors haven't left the safe area.
Bug Fixes
  • Added the `SISync.cm_MSMissing` variable in the `try/catch` statement to determine whether the `cm_MaxSpecials` variable is missing. This fixes a bug where the special infected wouldn't be synchronized if the `SessionOptions.MaxSpecials` variable wasn't set to `0` first.

Update: 25 dec 2023 om 16:00

Changes
  • Allowed the `SISync.Events.OnGameEvent_player_death` function to call the `SISync.ReduceSpecials()` function whenever a special infected is killed instead of letting it be called in the `SISync.RespawnCheck` function whenever a special infected has spawned. This should allow more special infected to spawn in case the total special infected currently active hasn't reached the `MaxSpecials` variable yet.
Bug Fixes
  • Removed the `MapOptions` table and moved a few of its variables to the `SISync.ConfigInitiate` function. This fixes an issue where the variables in the `MapOptions` table such as `cm_AggressiveSpecials` and `ShouldAllowSpecialsWithTank` weren't being utilized.

Update: 17 dec 2023 om 16:20

Bug Fixes
  • Used the `<-` operator instead of the `=` operator for the `SessionOption` variables so it wouldn't attempt to overwrite a variable that doesn't exist in the `MapOptions` table. This prevents the add-on from crashing.

Update: 17 dec 2023 om 15:30

Changes
  • Modified the `OnGameEvent` functions to make use of `CollectEventCallbacks` and moved `IncludeScript("sisync-onlysync")` into the `ScriptMode_Init` function. This should reduce the chance of other add-ons conflicting with this one.

Update: 5 dec 2023 om 21:30

Additions
  • Added a new option named `LastSpawnedTime` in `~/ems/sisync-onlysync/cfg/settings.txt`. This prevents any more special infected from spawning if the time since the last one spawned has exceeded the number set by the new option.

Update: 4 dec 2023 om 8:15

Changes
  • Moved the `try/catch` statement into its own function and allowed the function to be called from `SISync.Update()` every second. This allows the special infected to be synchronized regardless of whether custom campaigns modify `cm_MaxSpecials` mid-game.