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
817.970 KB
3 Aug, 2023 @ 2:17pm
25 Aug @ 3:00pm
134 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.
413 Comments
Arkade 6 Aug @ 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] 6 Aug @ 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 6 Aug @ 6:23pm 
@Thumos Oh awesome, what values do you recommend cuz im not really an expert coder myself lol
Thumos  [author] 6 Aug @ 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 5 Aug @ 6:47am 
attack* just realized my one typo :(
Arkade 5 Aug @ 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] 5 Aug @ 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 4 Aug @ 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] 3 Aug @ 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.
KaySeaTTV 3 Aug @ 1:11pm 
wait for special player not working. Specials are spawning in on their own independent respawn timer.