Left 4 Dead 2

Left 4 Dead 2

1,305 ratings
[Improved] Random Object Spawner (RNG)(BETA)
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Game Content: Campaigns, Scripts
Game Modes: Co-op, Versus, Realism
File Size
Posted
Updated
367.832 MB
22 Jun, 2021 @ 4:44pm
28 Oct @ 6:09pm
386 Change Notes ( view )

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[Improved] Random Object Spawner (RNG)(BETA)

In 3 collections by MANACAT
MANACAT's Local Server Support Tools
33 items
MANACAT's CHOICE
15 items
MANACAT's Hard-Mode Modules
14 items
Description
This addon randomly places additional objects in the official campaign.
You play the same official map all the time, don't you want something new every now and then?
Wouldn't it be possible to change gaming experience, just by slightly changing the placement of the object?

- Additional objects are selected from among those that match the basic atmosphere of the campaign.
- Objects are randomly spawned every round.
- Most of the newly deployed vehicles can be hit and dribbled by Tanks. (except buses or military vehicles)

Probably the campaign's Walkthrough route may be changed.
In some campaigns, there are several route in addition to the main ones. But since people prefer fast routes, these side routes are often overlooked. Maybe there are people who have never been there and didn't even know there was such a route?

- In Chapter 1 of No Mercy, the shortest route to the subway station may be blocked. You need to go through the warehouse behind the parking lot.
- In Chapter 4 of the Blood Harvest, the warehouse door may be closed. You have to go around the back of the building.

If you don't want the spitter's acid to pass through an objects,
Try use Improved Acid Spread. The game may get a little difficult, but it will be fun. Easy games are no fun!

This addon also works in Versus mode.
Both teams can play a fair match under the same object placement conditions.

Support only official campaigns. No effect on add-on maps.
The campaigns currently supported are as follows.

- No Mercy
- Crash Course
- Death Toll
- Dead Air
- Blood Harvest
- The Passing
- The Sacrifice
- Dead Center
- Dark Carnival
- Swamp Fever
- Hard Rain
- The Parish
- The Last Stand

※ This add-on can be used alone, but it is also great to use with Random Car Alarm Controller. (recommended)

※ This addon conflicts with the addon below.
This addon modifies the "nav mesh" of the map to actively take advantage of obstacles. Because of this, it cannot be used with another addons that also modify nav meshes.
- Corrected Nav
- NavFixes





Paypal[www.paypal.com] for donations:
If my works are helpful to you, donate as much as you wish. That helps me keep making somethings.
Popular Discussions View All (2)
1
19 Sep @ 3:02pm
Does not work with "Hard Rain's Population Restored"
Sir.JJ
0
10 Nov @ 4:12am
Fire on the balcony next to spawn on c8m1_apartment causes huge FPS drop?
raizenxd
508 Comments
locro 17 hours ago 
There is a bug in the mod since the last update which was on October 28 and is that when I create it on local host and the tank comes out his arms are invisible, and I do not have any other mod just use that for my games vs, And whenever I used it there has been no error, since the update present that error, even delete and install the game again thinking it was that same.
Phoenix Rose 14 Nov @ 8:26pm 
i ask because, there is a sourcemod version to your addon that has guaranteed item spawns on those "off routes" that the objects force you to take,
Phoenix Rose 14 Nov @ 8:24pm 
I have a question. any chance this addon can be "improved" more with your "random item spawner" mod?

such as, in Dead Air, when forced to go around the dark part or the car garage area, any chance that we can have some items spawn there? and even in other "forced to go" places?

as of current, those places do not have guaranteed item spawns, so when we are forced to take those routes, it becomes sort of a "why am i forced to take this route when there is no items that spawn here" type situation. it can make it quite tough for higher difficulties.

suggestions could be, ammo pile, pills, adren, pipe-bomb, molotove, bile bomb, special ammo box spawn, maybe a gun or two to spawn, or maybe even a grenade launcher or m60 spawn?
Freemλn 11 Nov @ 10:40am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3364140897
Idk is it related to this addon but anyway, none of common or special infected can break this door on screenshot, until player open it, can't even break it with weapons. I just stand here and watch how boomer and smoker with 10 CI trying to break it for 2 minutes:steamhappy:
Freemλn 8 Nov @ 8:58am 
@MANACAT
You're making myself feel useful🙏(tank also can break this doors btw)
MANACAT  [author] 8 Nov @ 6:05am 
@Freemλn
Oh I didn't know about is possible to break that door by grenade launcher, i'll remember that
Freemλn 7 Nov @ 12:16pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3361692872
On this screenshot there is a train without a doors, but theres a invisible wall in it(there was doors but they are got destroyed from a grenade launcher)
Shadowysn 31 Oct @ 10:55pm 
@MANACAT
I only just figured it out now and wasn't aware the entity search can break like that :d
MANACAT  [author] 31 Oct @ 10:48pm 
@Shadowysn
dude, if you knew that, you should have told me first. that's a interesting point
Shadowysn 31 Oct @ 8:19pm 
@Sefo
Follow-up on Sefo's report, the plugin (both versions 1.2 and 1.3) Sefo is describing sets player's targetnames with _smlib_Entity_PointHurtAtTarget:<entityid> in order to use point_hurt to deal damage to them when the plugin re-sets their incap state.

Unfortunately, the ROS script attempts to target and remove entities named _*_Level_* , but this is failing and instead basically targeting and removing any entities named _*
Now players who've been hit and incapped by a Tank with the plugin active are getting kicked by your ROS script on map restart.

This kind of conflict has influenced my decision to either keep tabs on entities I want to remove and directly remove them without bothering with targetnames, or use very unique targetnames that have less chances of conflict like adding my nickname to it. (etc. Shadowysn_propEnt)