Left 4 Dead 2

Left 4 Dead 2

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SI Stumble Shot[Vscript]
   
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12. bře. v 16.17
16. bře. v 8.41
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SI Stumble Shot[Vscript]

Popis
Only works on local host and Dedicated Server

Make those special infected stumble when shot in the legs or head. Different weapons have different stumble power. Each special infected has 20% of their max health as a stumble threshold. This means you will need to shoot them multiple times to make them stumble. After they stumble, they will temporarily be immune to stumble. For example, if they stumble from leg shot or head shot, they will be temporarily unaffected by further stumbles (but not immune to damage)

mod has settings where you can adjust the stumble power for each weapon type and the immune time for special infected. These settings apply in real time, and you can change them any time, even during gameplay. no need to restart.

Mod Settings
You must start game session with this mod first before setting appears.
You can find mod settings in [Game Directory] > left4dead2 > ems > evericemod > si_stumble_shot folder. there will be mod_setting.txt inside
NOTE: if you open txt file and see only chinese letters, you will need another text editor that supports ANSI encoding. for example notepad++, Download it here Notepad++ download link[notepad-plus-plus.org]

If you want to reset the settings to default, simply just delete the txt file, mod will recreate it.
These are what inside txt file.
a_Mod_Enable = true
b_Magnum_Stun_Power = 25
b_Pistol_Stun_Power = 8
b_Rifle_Stun_Power = 10
b_SMG_Stun_Power = 8
b_Shotguns_Stun_Power = 7
b_Snipers_Stun_Power = 30
c_Head_Shot_Stun_Enable = true
c_Head_Shot_Stun_Power_Multiply = 3.5
c_Legs_Shot_Stun_Enable = true
c_Stun_Cooldown = 8

NOTE: Settings with true can only be use with 'true' or 'false' only. true = enable, false = disable.
Počet komentářů: 10
TrueKringe 11. srp. v 1.40 
I do think that you might wanna separate each weapon's stun damage tho, since I think it's odd that the more powerful guns like AWP deal about the same stun damage as hunting rifle.
TrueKringe 11. srp. v 1.40 
Ah I see. Thanks m8.
Everice  [autor] 10. srp. v 20.19 
they're difference.
this mod adds 20% of si max hp as stun threshold. weapon stun power is flat dmg that will reduce si stun threshold.
example: Tank on normal has 4000 max health. 20% of 4000 is 800. This 800 point will be Tank's stun threshold

if you shoot the tank legs with rifles which have 10 stun power, it will take 80 hit in the legs before Tank gets stumble
TrueKringe 10. srp. v 13.03 
So, is the stun power based on a percentage of weapon's full damage, or is a separate "stun damage" on its own?
Everice  [autor] 1. srp. v 17.59 
You can use mod setting to reduce the stun_power for each weapon. Every SI has their 20% of max health as stumble threshold.
Or you can increase stun_cooldown. This setting prevent si from stumble again within this seconds.
(^^^) Xeno 1. srp. v 13.05 
I liked this but you should really nerf down the chances being stumble, it's unfair for the tank.
Aurelíos 23. čvn. v 10.07 
I love you
Morsch 16. bře. v 9.51 
:steamthumbsup:
Everice  [autor] 16. bře. v 8.42 
fixed. i must have removed the function by accident in today update
Morsch 16. bře. v 8.30 
AN ERROR HAS OCCURED [the index 'TankIsDying' does not exist]

CALLSTACK
*FUNCTION [IsTankThrowingRock()] scripts/vscripts/eve_lh_stumble.nut line [238]
*FUNCTION [unknown()] scripts/vscripts/eve_lh_stumble.nut line [53]
*FUNCTION [__RunEventCallbacks()] unnamed line [211]
*FUNCTION [__RunGameEventCallbacks()] unnamed line [218]

LOCALS
[entity] INSTANCE
[this] TABLE
[vic] INSTANCE
[atk] INSTANCE
[event] TABLE
[this] TABLE
[funcName] "OnGameEvent_player_hurt"
[idx] 28
[useTable] TABLE
[bWarnIfMissing] true
[globalTableName] "GameEventCallbacks"
[prefix] "OnGameEvent_"
[params] TABLE
[event] "player_hurt"
[this] TABLE
[params] TABLE
[event] "player_hurt"
[this] TABLE

Been gettin' this error.