Warhammer: Vermintide 2

Warhammer: Vermintide 2

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8 jan 2021 om 16:47
6 jun 2021 om 19:18
25 wijzigingsnotities (weergeven)

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Level Debug

Omschrijving
Main Path Progress
The green spheres connected by the green lines are the 'Main Path'. The spheres are hard coded values defined in the games files. The purple sphere is your parties current progress along the main path. This includes all members of the party and bots. The purple line is drawn from your character to this sphere to help keep track of it. Multiple things in the game are determined by your progress along this path.



Bosses and Patrols
Boss and patrol spawns are both triggered by reaching a certain progress along the main path. The map is divided into multiple zones and each of these zones have multiple possible triggers. When you load into a level, which triggers that will be used, if any, are decided. The red spheres on the main path are boss triggers and the orange ones are for patrol. When your progress crosses one of these triggers, if there is a boss or patrol loaded into that trigger it will spawn. To see where this event will spawn follow the bright green line to the much larger sphere of the same color.




Respawns
Respawn locations are hardcoded. To spawn at a specific respawn location you must be greater than 70 units away from that unit. The way to read this is you take your position on the main path and proceed forward to the first cyan sphere and that will be the first respawn that will be used.

The only exception to this is something called overrides. Overrides are used to stop you from spawning after an event.

In this example, you will see that my position skips the first respawn the first time. For the second respawn, you will see that my position skips the first two respawns.

/where
will draw your current respawn location taking overrides into account




Item Spawns
Item spawns are kinda complicated and explaining how they work is outside the scope of explaining how to use the mod. If you would like to learn more about them you can read the source[github.com]

Types of Item Spawners:
  • Primary - Yellow
  • Secondary - Orange
  • Guaranteed - Red

Primary/Secondary: In white above them you have the order of the spawn, of its respective type. Below that you will have a list of all the item that can spawn there. Before the name of each item there is a section number. Using both those facts and knowledge of how items spawns work you can get an idea about future spawn, based off what you have or have not seen spawn.

Guaranteed: Will only have a list of items that can spawn there, because it is just a random roll for one of the items in that list. There is no dependence on other spawns


13 opmerkingen
!ChadMasodin 9 feb om 10:36 
After enabling item_spawners, and loading on the map in versus mode, the game instantly crashes, and an error appears: I would be very grateful if you could fix this!

GUID: 21cbdd6d-d3c6-49ce-b9d6-d3b2038297d2
Log File:
Info Type:
-----------------------------------------------
[Script Error]: stingray::plugin_api::unit::local_pose failed, UnitReference is not valid.

Assertion failed `unit != nullptr` at `D:\a\d\vt2-stingray\vt2\release\release_hon_2024_09_25_versus_release\runtime\application\plugin\c_api\c_api_unit.cpp:82` in function `stingray::plugin_api::unit::local_pose`

-----------------------------------------------
[Crash Link]:
crashify://21cbdd6d-d3c6-49ce-b9d6-d3b2038297d2
chen 28 sep 2024 om 0:37 
For anyone using NVIDIA DLSS
This mod won't, if DLSS is on.
Janoti! 25 apr 2023 om 19:37 
yea it's the same on every difficulty or modifier etc
Hammer96 16 feb 2023 om 20:09 
Does this carry over to other difficulties? or do you have to purposely spawn every trigger (randomly/RNG) to find out.
∞mortistik∞ 16 apr 2021 om 18:48 
Sorted. It actually was hitbox debugger. At least I have learned something useful in the process; Turning a mod off in mod options is not the same as actually deselecting it in the launch window :)
I guess in the end it was both of my suspected possibilities, a conflict with another mod AND a fundamental noob mistake lol
∞mortistik∞ 16 apr 2021 om 7:18 
still didn't work. At least I know it could be another mod, i'll test on the others tomorrow.
Thanks for responding :)
∞mortistik∞ 16 apr 2021 om 7:17 
Yes, the latter. I will try disabling it now.
Craven  [auteur] 16 apr 2021 om 5:51 
Do you have another mod that draws stuff. Perhaps patrol paths? or maybe raindish's hit box mod
∞mortistik∞ 15 apr 2021 om 21:48 
I think I'm doing something wrong. Nothing is showing up for me, no lines or markings at all. I have tried turning the mod off and on again in mod menu with no luck. I have tried entering /drawmainpath in both the chat box and even in the "remote control server menu", although this isn't a case of lines disappearing since they don't show up in the first place.
Is it possible there is conflict with another mod? Or is it (more likely tbh) that I am making a fundamental noob mistake somewhere?
Craven  [auteur] 16 mrt 2021 om 13:02 
Not currently