Left 4 Dead 2

Left 4 Dead 2

Left 4 Fun
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Update: 25 Feb, 2022 @ 4:51am

- Minor bugfix

Update: 10 Feb, 2022 @ 5:20am

- Fix: no longer blocking the damage when damage amount is 0 (fixes being unable to move physics objects by hitting them with melee).

Update: 6 Jan, 2022 @ 2:21am

- Little improvement in the warp to crosshair position (ray trace now ignores players and some other objects that you can see through or are non static).

Update: 17 Dec, 2021 @ 2:07am

- Added a visual indication in case the Left 4 Lib addon is missing.

Update: 8 Dec, 2021 @ 3:48am

- Added the new setting "reload_fix" (default: false). If true, when reloading, the weapon will keep the remaining ammo in it's clip until the reload animation ends. This means that if you interrupt the reload (for example you switch to another weapon and then switch back), you can still fire the remaining ammo in the clip without being forced to reload (just like when you reload the pistols). Basically, it's how reloading works in CSGO and most FPS games.
NOTE: It does not apply to shotguns and GL.

- Added the new setting "m60_fix" (default: true). When true, it prevents the auto drop of the M60 when the ammo in the clip reaches 0.

- Removed the following fake cvars: "l4f_max_specials", "l4f_aggressive_specials", "l4f_tank_limit", "l4f_witch_limit". You can use the relative director options: "l4f_director.cm_MaxSpecials", "l4f_director.cm_AggressiveSpecials", "l4f_director.cm_TankLimit", "l4f_director.cm_WitchLimit".

- Fixed a bug that didn't allow the mutations, loaded via mod's vscript, to use some director hooks.

- Minor bugs fixed

Update: 5 Dec, 2021 @ 4:27am

- The previous value of each cvar changed by the addon (automatically via mod file or manually via cvar command) is now saved and restored at the end of each round. So, now you can change the L4F mod and type !restart and have the new mod loaded correctly with no leftover cvars from the previous mod.

- Added the ability to add vscripts to your mod files. You just need to create a file named "yourmodname.nut" (without "_modename") into the "left4fun2\scripts\vscripts\left4fun\mods\" folder and put your vscript code into it. The script will be loaded at the beginning of each map (right after the L4F initialization). With this features you can create your own custom "mutations". You can even load the existing mutations and bring them into the base game modes (check the "l4f_mutation" mod from the "Left 4 Fun Sample mods" addon).

- Added the admin command "!help_player targetplayers" ("scripted_user_func help_player,targetplayers" in console). Example: !help_player me. The command allows you to help any survivor who is in trouble. If the survivor is pinned by a special, the special gets killed. If the survivor is incapacitated, hanging from a ledge or dead, he is automatically revived (unlike the "respawn" command, this one does not teleport the player near a teammate after reviving from death).

- The always_win feature is working again.

- Fixed a bug introduced with the previous update that didn't allow the addon to save the admins, trolls and bans files when adding/removing players via commands.

- Fixed another bug introduced with the previous update that broke the charger steering feature (l4f_charger_steer_humans and l4f_charger_steer_bots cvars).

- Fixed a bug of the game introduced by the TLS update that made the credits screen, at the end of the campaign, mark some survivors as deceased even though they successfully escaped.

Update: 30 Nov, 2021 @ 8:22am

- Removed VSLib to try to make the addon compatible with Admin System and (hopefully) other addons that use vslib.

- Removed all the anti-grief features as they have been moved to the Left 4 Grief addon, which is now 100% compatible with Left 4 Fun. Now you need to install L4G if you want such features back.
NOTE: Left 4 Fun, Left 4 Grief and Left 4 Bots have separate admin files. This is intended as you may want to let your friends command the bots and be immune to the reverse friendly fire but you don't want them to kick and ban people, for example.

- Now, after stopping the director, you will still be able to spawn infected manually.

- Added the following settings:
- "godmode" (default: "none"). You can enable god mode for "admins"/"users" only or for "all".
- "god_on_revive" (default: false). If true, when a survivor is incapacitated, he will be immune to any kind of damage while being revived by a teammate. This means that infected hitting the incapped survivor will not interrupt the revive process even if the helping survivor is a human (just like the bots).
- "pickup_objects" (default: false). If true, it allows the survivors to pick up and carry certain props (only networked objects are affected, most props are handled client side and cannot be picked up).
- "admin_commands" (default: true). This switch enables/disables the L4F admin commands that can conflict with the same commands from Admin System. Set this to false if you also use Admin System. Affected commands are: kick, ban, incap, kill, respawn, give, remove, warp, cvar, console, director, restart, prop, ignite, extinguish.
NOTE: "l4f_*" fake cvars can only be changed on the fly with the "cvar" command from L4F. With admin_commands set to false you won't be able to change such cvars but the mods loaded from file will still work.
- "loglevel" (default: 3). Just like my other addons, it defines the minimum level of the log lines that will be written into the console (0 = none, 1 = error, 2 = warning, 3 = info, 4 = debug).

- Removed the "ricochet*", "friendly_fire", "punish_heal_onladder", "revenge_kick", "vote*", "user_can_cast_vote", "admin_can_abort_vote" settings as the relative features have been moved to the Left 4 Grief addon.

- Removed all the "l4f_antirush*" fake cvars (same reason as above).

- Added the fake cvar "l4f_disable_ledge_hang" (default: false). If true, disables the ledge hanging of the survivors (they will directly fall).

- Added the fake cvar "l4f_render.". Like "l4f_director.", this is a prefix to change some other variables. The variables you can change with this are "mode" (render mode), "fx" (render fx), "color" (render color). For each variable you can select the type of entity that will be affected (survivor, common, smoker, boomer, hunter, spitter, jockey, charger, tank, witch).
Example:
l4f_render.mode.common 1
l4f_render.fx.common 9
l4f_render.color.common 255 255 255 50
For a better example of what you can do with this, check the "l4f_ghosts" mod from the "Left 4 Fun sample mods" addon.

- Improved the warp command for the saferoom destination and added new warp destinations: start, finale, rescue.

- Fixed a bug that made the game crash when kicking L4D2 bots.

- Fixed a bug with the extra survivors in custom maps when they are spawned by the map itself (they were put into the survivors team causing issues).

- Other minor bug fixes.

Update: 22 Oct, 2021 @ 9:06am

- Shared VScript code and game hooks are now handled in an external addon "Left 4 Lib" ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2634208272 ) which is now required by some of my addons (including this).
IMPORTANT: "Left 4 Lib" is mandatory. This addon will not work without it!

- Since the TLS update the addon messages (player x joined, player x is a troll etc..) via intructor hints are only visible if the game instructor is enabled in the game settings so a simple colored text message has been added and can be seen even with the instructor disabled.
NOTE: Remember that you can filter such messages via "admin_hints_level" setting.

Update: 22 Sep, 2021 @ 1:33am

- Fixed an issue with some director options (l4f_director.*) not working because were loaded too late.

Update: 31 May, 2021 @ 1:12am

- Added the fake cvar "gl_airborn_push_force" to set a negative push force to the player when shooting with a grenade launcher while the player is airborn (not touching the ground). The push force is backwards relative to the tip of the GL. It can be used to rocket jump by jumping and shooting towards the ground.
- Added the fake cvar "m60_airborn_push_force" which is the same as the "gl_airborn_push_force" but it's used for the M60 rifle (push force is applied for each bulled fired).
- Added a warning message when settings a mod with "!settings mod modname" if a file for that modname is not found.

To see "gl_airborn_push_force" and "m60_airborn_push_force" in action you can try the "l4f_rocketjump" mod from the sample mods here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1722880882