Left 4 Dead 2

Left 4 Dead 2

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Director Options Modifier
   
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Game Content: Scripts
File Size
Posted
Updated
39.325 KB
4 Oct, 2024 @ 9:07am
14 Sep @ 5:59am
18 Change Notes ( view )

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Director Options Modifier

In 2 collections by skysky199
Script List
129 items
Script List <Tool>
12 items
Description
Integrated ver.

--僅於區域/專用伺服器生效--
--Works on local/dedicated servers only.--

※需要 開啟Scripted Mode
※Requires enable Scripted Mode.

在非突變模式下 變更導演選項設定 (不是所有的選項都有效)
用途: 在普通戰役類模式達到部分突變模式的玩法

Change the value of directior options in non-mutation mode. (Not all of them are effective.)
Usage: play normal campaign-mode game but with certain mutation mode settings.

What are directior options:
https://developer.valvesoftware.com/wiki/Left_4_Dead_2/Scripting/Director_Scripts#DirectorOptions
(不建議看中文版頁面 因為有缺漏)

變更控制台變數:
Console Variables modifier:
Portal

Admin file path:
\ems\directoroptionsmodifier\admins.txt

Setting file path:
\ems\directoroptionsmodifier\director_options.tbl

此腳本的預設設定: 八方風雨(一種突變模式) + 特感進攻
Default settings of this script: Hard 8 (a mutation name) + SI assault.
{
cm_SpecialRespawnInterval = 15
SpecialRespawnInterval = 15
cm_MaxSpecials = 8
MaxSpecials = 8
cm_BaseSpecialLimit = 2
SpecialInitialSpawnDelayMax = 30
SpecialInitialSpawnDelayMin = 30
DominatorLimit = 4
SpecialInfectedAssault = true
cm_AggressiveSpecials = true
}
(※理論上可以只設定cm_*的選項就好(如果有的話), 因cm_*的選項具有較高的優先權)
(※Theoretically, you can just set cm_* options (if exist), since cm_* option has a higher priority.)

指令:
Chat triggers:
!do <operation> <do's name> <value>
<operation> = add/del/list/refresh/"do's name"
※See pictures above for example.

1. Add/modify the director option into/value from setting file and director option table.
2. Delete the director option from setting file and director option table.
3. Lookup the setting value of director options.
4. Refresh all director option settings to the game in setting file manually.
5. Director option's table position: ses/base/map/local/cha/act
ses = SessionOptions ※This script modifies this table
base = DirectorScript.DirectorOptions
map = DirectorScript.MapScript.DirectorOptions
local = DirectorScript.MapScript.LocalScript.DirectorOptions
cha = DirectorScript.MapScript.ChalengeScript.DirectorOptions
act = the table used by the game. (One of the above)

Require admin permission.
<operation> = add/del/list/refresh/"do's name"
※使用方法參考上面的圖片

1. 新增導演選項到setting file/變更setting file中的導演選項的值及導演選項表
2. 刪除setting file中的導演選項設定及導演選項表
3. 查看導演選項設定值
4. 手動更新在setting file中的所有設定到遊戲中
5. 導演選項表位置: ses/base/map/local/cha/act
ses = SessionOptions ※此腳本使用此表
base = (看左邊)
map = (看左邊)
local = (看左邊)
cha = ( 看左邊)
act = 遊戲所使用的表(上述其一)

需要管理員權限

一些常用的選項(應該吧?):
Commonly used options (maybe?):
選項名稱
Option's name
說明
Description
cm_AggressiveSpecials
SpecialInfectedAssault
Special Infected will always go straight after the Survivors instead of possibly waiting around.

cm_AggressiveSpecials has effect on all SIs. (Seems to be no effect for boomers)
SpecialInfectedAssault has effect on SIs except for Tanks.
Can turn them on at the same time.
特感會主動去找倖存者們出來打球而不是在偷懶

cm_AggressiveSpecials 對所有特感有效 (似乎對boomer無效)
SpecialInfectedAssault 對Tank以外的特感有效
可以同時開啟
cm_MaxSpecials
MaxSpecials
Maximum number of Director spawned Special Infected allowed to be in play simultaneously.
特感同時在場上的上限
cm_SpecialRespawnInterval
SpecialRespawnInterval
Time in seconds before a Special Infected slot can respawn an infected.
特感的重生時間
cm_DominatorLimit
DominatorLimit
Maximum number of dominator SI types. Maximum effective value = 4 (Hunter, Smoker, Jockey and Charger).

Note: cm_DominatorLimit seems to be broken.
允許控場類特感同時在場上的最大種類數量
設定 > 4 無意義 (因為就只有4種)

注: cm_DominatorLimit 似乎是壞了
cm_BaseSpecialLimit
BoomerLimit
ChargerLimit
HunterLimit
JockeyLimit
SmokerLimit
SpitterLimit
TankLimit
cm_TankLimit
WitchLimit
cm_WitchLimit
Maximum number of individual SI allowed to be in play simultaneously.
Notice that if you set any of individual special limits (except for tank and witch), cm_BaseSpecialLimit will be overridden.

cm_BaseSpecialLimit = 2
equals to
BoomerLimit = 2
ChargerLimit = 2
HunterLimit = 2
JockeyLimit = 2
SmokerLimit = 2
SpitterLimit = 2

Note 1: witch ≠ witch bride.
個別特感種類同時在場上的最大數量限制
注意 若設定了個別種類限制(Tank與Witch外), 則cm_BaseSpecialLimit的設定會被無效

cm_BaseSpecialLimit = 2
等效於
BoomerLimit = 2
ChargerLimit = 2
HunterLimit = 2
JockeyLimit = 2
SmokerLimit = 2
SpitterLimit = 2

注1: witch ≠ 新娘witch
SpecialInitialSpawnDelayMin
SpecialInitialSpawnDelayMax
Specials cannot spawn for this many time after the survivors exited the saferoom. Campaign type modes only.
第一波特感的生成延遲時間
僅於戰役類模式有效
CommonLimit
cm_CommonLimit
MobMaxSize
MobMinSize
MobSpawnSize
MegaMobSize
BileMobSize
NoMobSpawns
Part of CI amount limit and horde size related options.
(Not sure if these will work.)
部分 CI數量限制 與 屍朝爆走生成數 相關選項
(不確定是否有用)
cm_HeadshotOnly
ZombieTankHealth
TankHitDamageModifierCoop
ShouldAllowMobsWithTank
ShouldAllowSpecialsWithTank
ZombieDiscardRange
cm_BaseCommonAttackDamage
AllowWitchesInCheckpoints

cm_AutoReviveFromSpecialIncap
cm_NoSurvivorBots
cm_VIPTarget
cm_AllowSurvivorRescue
cm_AllowPillConversion
Some other options.

Note 1: Not recommend to change ZombieDiscardRange to less than default value (2500) at finale, since may be fail to spawn SIs.

Note 2: cm_AllowSurvivorRescue is effective for realism mode only if ConVar sv_rescue_disabled = 0.

Note 3: Even if you set TankHitDamageModifierCoop to negative, damages will not be minus and you still will be incapped by props.
一些其他選項

注1: 不建議在救援時變更 ZombieDiscardRange 為小於預設值(2500), 因為特感可能會生不出來.

注2: cm_AllowSurvivorRescue 在寫實模式需ConVar sv_rescue_disabled = 0才有效.

注3: 即使將 TankHitDamageModifierCoop 設為負數, 傷害不會是負數且你仍會被物件撞倒地.

※Has translations at ems\translations.

顏色代碼:
Color Codes:
Beige (default color) = "\x01" = "{default}"
Bright green = "\x03" = "{lightgreen}"
Orange = "\x04" = "{orange}"
Olive green = "\x05" = "{olive}"
10 Comments
skysky199  [author] 7 Jul @ 12:29pm 
@Pie

Not sure whether the item density can be modified by director script, and I think it's ineffective to change it mid-round.
Besides, the most difficult part is how to evaluate players' performance and how to map it to a corresponding amount of infected.
Pie 3 Jul @ 1:32am 
Is it possible for you to do a director+ mod that uses a score system that increases and decreases common and special infected amounts maybe ranging in between 30-60 commons and 1-7 specials, and maybe even more items spawning that scales from this score system that depends on how good or bad you and your team is playing? Say for instance, at the beginning of a game this starts this score system that starts at 0 and it goes either up or down ranging from -100 or 100. This score either goes up from your team rushing or just playing really good, or goes down from your team doing awful and dying a lot, round restarts, etc. Basically increased or decreased infected amounts that's constantly going up or down from the skill of your team.
something something house 27 Oct, 2024 @ 7:07am 
yeah, this and tank assault and SI spawner and force fallen item
it really is the engine working at its maximum and will collapse the moment you do something funny (make the director work overtime)
skysky199  [author] 27 Oct, 2024 @ 5:23am 
@something something house

I think that is the game engine limitation. I have encountered it even without any addons, except for the custom map.
something something house 26 Oct, 2024 @ 9:39am 
i noticed something after playing around with several campaign, some of them really hates your addon and will crash the moment a survivor dies or a witch is killed/killed a survivor
something something house 16 Oct, 2024 @ 10:40pm 
no errors in the console, and the mod works fine now
i guess I didnt notice the tank running towards the survivors hha lol
skysky199  [author] 16 Oct, 2024 @ 10:12pm 
@something something house

Are there any errors in the console?

⁕The setting in the .tbl file should be
{
cm_AggressiveSpecials = true
...
...
}

Not
cm_AggressiveSpecials = true
...
...
something something house 16 Oct, 2024 @ 7:00pm 
Huh, but for whatever reason when i use the tank assault mod, the tank runs at you while i keep messing with the aggressivespecials option in director options the tank still sits there until you reach a certain distance he will come at you
skysky199  [author] 16 Oct, 2024 @ 9:20am 
@something something house

They won't conflict.

Btw, if you have already set cm_AggressiveSpecials = true, it's not necessary to sub the tank assault.
something something house 16 Oct, 2024 @ 8:48am 
can i sub to this and tank assault both at the same time? without both conflicting with each other?