Left 4 Dead 2

Left 4 Dead 2

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Special Infected Synchronization (Competitive)
   
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Infected: Special Infected
Game Content: Scripts
File Size
Posted
Updated
816.872 KB
Aug 3, 2023 @ 2:17pm
Oct 31 @ 4:00pm
136 Change Notes ( view )

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Special Infected Synchronization (Competitive)

In 1 collection by Thumos
Special Infected Synchronization Bundle
3 items
Description
This add-on will allow special infected to attack all at once. Unlike my deprecated mutation named "Concerted Contagion", this one will work with any game mode either in single player or on a local server.

What this add-on does is allow the special infected to respawn based on a set timer since the last special infected was killed. Once the time is up, all special infected will be able to spawn and attack at the same time. Additionally, the command variables for the infected have been modified to function similarly to Versus which allows them to attack more efficiently.

Overall, this add-on will entice the survivors to be more cautious when dealing with the special infected as they can potentially catch you off-guard if you're not careful.

Additional Information
If you want to change the settings of this add-on and/or know what each of the available options do, see this thread.

If you want to know how to use chat to change settings in-game, see this thread.

If you'd like to use a different version of the add-on, they can be found in the Special Infected Synchronization Bundle.

Looking for the options related to passive Tanks? I have moved them into their own add-on which you can download here.

If this add-on gets updated, then I recommend moving the `sisync-comp` folder out of the `./ems/` directory so the settings in the configuration file will be properly generated.
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.