Left 4 Dead 2

Left 4 Dead 2

Special Infected Synchronization (Competitive)
438 Comments
Thumos  [author] Oct 31 @ 3:46pm 
@FrightFulPath© While I was making changes to the `SortSurvivorPriority` function a couple days ago, I noticed I was able to consistently reproduce the `_nexti failed` error when the `Director.GetHighestFlowSurvivor()` function is called in the `SortSurvivorPriority` function when only one survivor is available. After making a couple changes to it, I didn't see any errors pop up and the special infected were able to spawn properly.

Hopefully, the error should occur far less frequently when this add-on is updated soon.
FrightFulPath© Oct 31 @ 7:48am 
AN ERROR HAS OCCURED [_nexti failed]

CALLSTACK
*FUNCTION [SetupNavCollection()] scripts/vscripts/sisync-comp_navmanager.nut line [43]
*FUNCTION [UpdateSISyncGenerator()] scripts/vscripts/sisync-comp_scopemanager.nut line [40]
*FUNCTION [FindHiddenSpawns()] scripts/vscripts/sisync-comp_navmanager.nut line [10]
*FUNCTION [UpdateSISyncGenerator()] scripts/vscripts/sisync-comp_scopemanager.nut line [40]
*FUNCTION [PrepareSpecialSpawner()] scripts/vscripts/sisync-comp_infectedmanager.nut line [384]
*FUNCTION [CanSpecialsRespawn()] scripts/vscripts/sisync-comp_infectedmanager.nut line [703]
*FUNCTION [UpdateSISyncMain()] scripts/vscripts/sisync-comp_scopemanager.nut line [77]
FrightFulPath© Oct 31 @ 7:48am 
LOCALS
[@ITERATOR@] NULL
[survivor_data] NULL
[@INDEX@] NULL
[spawn_range] 750
[suspend_count] 1
[total_count] 0
[chunk_count] 0
[nav_found] TABLE
[nav_table] TABLE
[survivor_array] INSTANCE
[front_array] ARRAY
[nav_array] ARRAY
[survivors] ARRAY
[this] TABLE
[generator_function] GENERATOR
[generator] ARRAY
[this] TABLE
0
[generator_function] GENERATOR
[suspend_count] 1
[front_array] ARRAY
[nav_array] ARRAY
[survivors] ARRAY
[this] TABLE
[generator_function] GENERATOR
[generator] ARRAY
[this] TABLE
[generator_function] GENERATOR
[front_array] ARRAY
[nav_array] ARRAY
[specials] ARRAY
[survivors] ARRAY
[this] TABLE
[specials] ARRAY
[survivors] ARRAY
[this] TABLE
[specials] ARRAY
[alive_survivors] ARRAY
[total_survivors] ARRAY
[this] TABLE
([3] player)
FrightFulPath© Oct 24 @ 11:08pm 
https://youtu.be/-m9WmkN2Utw?si=aQNDjk58ytPOnJo0

I spent three hours in dark carnival, I love this mod
belbonassa Oct 15 @ 4:10pm 
Yep.

I've got a bunch of addons installed, but they don't specifically target special infected.

I've got super horders, which only messes with normal infected spawn and i've got smarter survival bots, which shouldn't mess with special infected either. Other than that, i've got graphical mods and the 8 survivors mod, but i don't think that involves AI at all.

Maybe there's some line of code in one of the other mods that is breaking this, but i'll definetively test more since the special infected ARE smarter and coordinated now.
Thumos  [author] Oct 14 @ 6:05pm 
@belbonassa That's odd. Normally, changing the `MaxSpecials` and `MaxSpecialsTank` options should allow more special infected to spawn at the same time especially if the `OverrideMaxSpecials` option is set to `true`. Out of curiosity, do you have other add-ons installed by any chance?
belbonassa Oct 14 @ 5:56pm 
I tested this out a bit, but it seems like it will only spawn 4 at a time.

From what i read from the configs thread, this one should mean that the game won't limit the specials to only 4, but it will allow for 4 more specials to spawn later too. But they're usually dead before then.

Did i get that right or maybe another mod is conflicting?
Thumos  [author] Oct 14 @ 5:22pm 
@belbonassa You can set the `MaxSpecials` option to `8` and the `MaxSpecialsTank` option to `7` in the `settings.txt` file located in the `./ems/sisync-comp/` directory to make it work with 8 survivors.
belbonassa Oct 14 @ 4:53pm 
Hey!

Is there any command to ask the game to spawn MORE special infected?

I'm currently modding my gave to have 8 survivors, so i would like to have at least 6 special infected spawn each time to balance things out a little bit.
Thumos  [author] Oct 13 @ 7:46pm 
@Nivy Unfortunately, I'm not entirely sure how this type of bug can be resolved in VScripts at the moment. In the meantime, if you're using the `Passive Tank` add-on alongside this one and have the `EnablePassiveTankDuringFinales` option set to `true` in the `settings.txt` file located in the `./ems/passivetank` directory, you could set it to `false` to let the AI Tank play as he normally would and greatly reduce the odds of this bug happening during finales.
Skyler Oct 13 @ 3:38pm 
@Thumos Ok, but is there any way to mitigate this error so that it occurs less frequently?.
Thumos  [author] Oct 13 @ 2:41pm 
@Nivy I don't think I have an option in the `Special Infected Synchronization (Competitive)` add-on that prevents this issue from happening. Of course, this bug seems to happen way more frequently in my `Passive Tank` add-on which makes me think this is related to the Tank himself rather than the special infected.
Skyler Oct 13 @ 12:16pm 
Hi, I’m not sure if this is a bug or part of the mod, but when there’s a Tank in the final chapters of a campaign, after a while when the special infected spawn, the Tank’s music stops and the next horde event starts. It’s like the Tank is already dead, but it’s still alive. Which mod options should I disable to prevent this from happening?
Thumos  [author] Sep 30 @ 4:07pm 
@Goldie For spreading out special infected spawns, you can try modifying the `SpawnScalarOccupiedLimit` and `SpawnScalarOccupiedRadius` options in the `manualspecialspawn.txt` file located in the `./ems/sisync-comp/` directory to make sure they don't spawn in the same direction.
Goldie Sep 30 @ 3:21pm 
Is there a peram to spread out the SI when they spawn? I don't like it when I turn a corner and there's just 4-8 SI just waiting to jump me.
Thumos  [author] Sep 28 @ 9:55am 
@杜子牛 I'm not sure how much further I can optimize the `Special Infected Synchronization (Competitive)` add-on while still giving special infected plenty of positions to potentially spawn at, but I'll see what I can do.
杜子牛 Sep 28 @ 3:49am 
When this script starts running, it causes periodic lag in the game. I can feel a significant drop in FPS.
杜子牛 Sep 28 @ 3:47am 
Please continue to refine this script. This script in my game will cause the cycle to lag. I think it's a special infection that's calculated where it's going to be.
rain Sep 6 @ 11:31am 
Which convar should I edit to make the bot Jockey more eager to carry survivors off ledges?
Thumos  [author] Sep 4 @ 3:01pm 
@jb0rsy You can increase the `SpawnRangeHeight`, `SpawnRangeMin`, `SpawnRangeValid`, and `SpawnRangeWidth` options in the `manualspecialspawn.txt` file to make special infected spawn farther away.
jb^rsy Sep 4 @ 7:24am 
I was wondering if there's a setting that makes the SI spawn a lil bit farther away. I'm not quite fond of SI spawning very near me.
Thumos  [author] Sep 1 @ 12:11am 
@jb0rsy To make the Hunter crouch from farther away, you can set the `z_hunter_lunge_distance` command variable to `999999999` in the `convars.txt` file located in the `./ems/sisync-comp/` directory.
jb^rsy Aug 31 @ 12:57am 
Thanks for answering! I have another question - the hunter now seems to only crouch when he's on quite the arm's length. Is there a setting that lets him crouch from farther away ?
Thumos  [author] Aug 30 @ 2:26pm 
@jb0rsy For rescue closets to work again, you simply need to remove the `sv_rescue_disabled` command variable from the `convars.txt` file located in the `./ems/sisync-comp/` directory.
jb^rsy Aug 30 @ 1:55pm 
This mod disables rescue closets. Does it have anything to do with the settings ? I've tinkered with it a bit to fit my playstyle
Arkade Aug 6 @ 8:58pm 
@Thumos Awesome sauce, Thanks again! I'll play around with some of the settings myself to see what each do aswell lol
Thumos  [author] Aug 6 @ 8:27pm 
@Arkade Normally, I would leave the options at their default values as they're normally set that way so special infected would be more likely to spawn on potentially valid nav areas. However, you could increase the value of the `SpawnRangeValid` option to `750` so special infected can spawn more frequently if any potentially valid spawn areas are within the value's radius.
Arkade Aug 6 @ 6:23pm 
@Thumos Oh awesome, what values do you recommend cuz im not really an expert coder myself lol
Thumos  [author] Aug 6 @ 1:52pm 
@Arkade There are some higher buildings special infected can potentially attack from such as the alley in the first chapter of No Mercy as long as the areas are within the valid spawn range determined by the `SpawnRangeHeight`, `SpawnRangeMin`, `SpawnRangeValid`, and `SpawnRangeWidth` options in the `manualspecialspawn.txt` file located in the `./ems/sisync-comp/` directory.
Arkade Aug 5 @ 6:47am 
attack* just realized my one typo :(
Arkade Aug 5 @ 5:59am 
@Thumos That's good to hear! I had some ideas in mind but I'm not sure if it'll be hard to do or just how the AI Directory Works in the game. But is it possible to make chargers, smokers, spitters, etc attach from higher buildings to make it challenging?
Thumos  [author] Aug 5 @ 1:16am 
@Arkade I'm doing fine. Recently, I've simply been performing maintenance for my add-ons in case any bugs pop up. If there are any issues that need to be addressed, feel free to let me know!
Arkade Aug 4 @ 10:57pm 
Hey! It's been a while since I've touched this game and mod in general, how's it going so far?
Thumos  [author] Aug 3 @ 1:21pm 
@zepizamann @KaySeaTTV I've tested this in a Versus mutation as a special infected, and it turns out the other special infected were still able to spawn even though I was still a ghost. I'll have to look into this to figure out what's causing them to still spawn.
KaySea Aug 3 @ 1:11pm 
wait for special player not working. Specials are spawning in on their own independent respawn timer.
zepizamann Aug 3 @ 12:28pm 
wait for special player not working :(
Thumos  [author] Jul 2 @ 1:57pm 
In the meantime, you can set the `PreventUnfairSpawns` option to `false` in the `settings.txt` file so special infected can spawn after the survivors leave the starting safe area.
Thumos  [author] Jul 2 @ 1:55pm 
@★ Stripa18 I ran the `Special Infected Synchronization (Competitive)` add-on on its own, and the special infected weren't able to spawn in the first chapter of Cold Stream when the opening cutscene finishes on my end. Fortunately, I fixed this issue while I was editing this add-on by forcefully enabling the `EFL_NO_THINK_FUNCTION` operator in the `m_iEFlags` bitfield after the cutscene has ended. Once I fix a few more bugs, I can update this add-on to allow special infected to spawn after the intro is over.
★ Stripa18 Jul 2 @ 1:39pm 
here are the mods i have disabled: https://imgur.com/a/sKsdVFo
★ Stripa18 Jul 2 @ 1:26pm 
bruh i deadass just played through the entirety of cold stream on coop expert and had no specials through the entire thing. this is my mod collection in case you see any conflicts. i don't have all mods on but most i do

https://steamcommunity.com/sharedfiles/filedetails?id=3504590459
Thumos  [author] Jul 2 @ 12:34pm 
@★ Stripa18 That's not good. Did this occur after the intro in the first chapter of a campaign is finished, or did they stop spawning during or after a crescendo event is finished? If this is after the intro is finished in custom campaigns like Buried Deep, I have made some fixes so specials will be allowed to spawn after the intro ends.

If the crescendo event is what caused the issue, I may have to see if I can replicate the bug on my end to see why this happens.
★ Stripa18 Jul 2 @ 11:48am 
when i use this specials straight up don't spawn
Se hipnos12 Jun 29 @ 7:52pm 
Telible:steammocking:
QAQ qaq Apr 29 @ 5:54am 
TY!!!:steamhappy::steamhappy::steamhappy:
Thumos  [author] Apr 27 @ 11:49am 
@QAQ qaq You can lower the values of the `RespawnIntervalMax` and `RespawnIntervalMin` options in the `settings.txt` file located in the `./left4dead2/ems/sisync-comp/` directory to make specials respawn quicker.
QAQ qaq Apr 27 @ 12:41am 
I want to ask how to change the resurrection time of special infected:steamhappy:
Thumos  [author] Apr 16 @ 7:26pm 
@GustaVJung Unfortunately, you can only use add-ons that contain script files in either single player or on local servers that have the `versus` variable underneath `RestrictAddons` set to `0`. For more details, you can view this guide which shows you how to enable add-ons in Versus on local servers .
GustaVJung Apr 16 @ 7:14pm 
How can i use in versus online?
Thumos  [author] Mar 21 @ 6:21pm 
@Sebas The recent update should resolve the issue you were previously having. Of course, if the issue still exists, you could set the `DespawnFarInfected` option in the `manualspecialspawn.txt` file to `false` to prevent the error from occurring.
Sebas Mar 18 @ 8:00pm 
Thanks qwq, You know any idea about what i can do? I delete the Setting.ini already to see if it fixes, But dont qwq