Left 4 Dead 2

Left 4 Dead 2

Special Infected Synchronization (Competitive)
416 Comments
jb0rsy 1 hour ago 
Thanks for answering! I have another question - the hunter now seems to only crouch when he's on quite the arm's length. Is there a setting that lets him crouch from farther away ?
Thumos  [author] 12 hours ago 
@jb0rsy For rescue closets to work again, you simply need to remove the `sv_rescue_disabled` command variable from the `convars.txt` file located in the `./ems/sisync-comp/` directory.
jb0rsy 12 hours ago 
This mod disables rescue closets. Does it have anything to do with the settings ? I've tinkered with it a bit to fit my playstyle
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.
zepizamann 3 Aug @ 12:28pm 
wait for special player not working :(
Thumos  [author] 2 Jul @ 1:57pm 
In the meantime, you can set the `PreventUnfairSpawns` option to `false` in the `settings.txt` file so special infected can spawn after the survivors leave the starting safe area.
Thumos  [author] 2 Jul @ 1:55pm 
@★ Stripa18 I ran the `Special Infected Synchronization (Competitive)` add-on on its own, and the special infected weren't able to spawn in the first chapter of Cold Stream when the opening cutscene finishes on my end. Fortunately, I fixed this issue while I was editing this add-on by forcefully enabling the `EFL_NO_THINK_FUNCTION` operator in the `m_iEFlags` bitfield after the cutscene has ended. Once I fix a few more bugs, I can update this add-on to allow special infected to spawn after the intro is over.
★ Stripa18 2 Jul @ 1:39pm 
here are the mods i have disabled: https://imgur.com/a/sKsdVFo
★ Stripa18 2 Jul @ 1:26pm 
bruh i deadass just played through the entirety of cold stream on coop expert and had no specials through the entire thing. this is my mod collection in case you see any conflicts. i don't have all mods on but most i do

https://gtm.steamproxy.vip/sharedfiles/filedetails?id=3504590459
Thumos  [author] 2 Jul @ 12:34pm 
@★ Stripa18 That's not good. Did this occur after the intro in the first chapter of a campaign is finished, or did they stop spawning during or after a crescendo event is finished? If this is after the intro is finished in custom campaigns like Buried Deep, I have made some fixes so specials will be allowed to spawn after the intro ends.

If the crescendo event is what caused the issue, I may have to see if I can replicate the bug on my end to see why this happens.
★ Stripa18 2 Jul @ 11:48am 
when i use this specials straight up don't spawn
Se hipnos12 29 Jun @ 7:52pm 
Telible:steammocking:
QAQ qaq 29 Apr @ 5:54am 
TY!!!:steamhappy::steamhappy::steamhappy:
Thumos  [author] 27 Apr @ 11:49am 
@QAQ qaq You can lower the values of the `RespawnIntervalMax` and `RespawnIntervalMin` options in the `settings.txt` file located in the `./left4dead2/ems/sisync-comp/` directory to make specials respawn quicker.
QAQ qaq 27 Apr @ 12:41am 
I want to ask how to change the resurrection time of special infected:steamhappy:
Thumos  [author] 16 Apr @ 7:26pm 
@GustaVJung Unfortunately, you can only use add-ons that contain script files in either single player or on local servers that have the `versus` variable underneath `RestrictAddons` set to `0`. For more details, you can view this guide which shows you how to enable add-ons in Versus on local servers .
GustaVJung 16 Apr @ 7:14pm 
How can i use in versus online?
Thumos  [author] 21 Mar @ 6:21pm 
@Sebas The recent update should resolve the issue you were previously having. Of course, if the issue still exists, you could set the `DespawnFarInfected` option in the `manualspecialspawn.txt` file to `false` to prevent the error from occurring.
Sebas 18 Mar @ 8:00pm 
Thanks qwq, You know any idea about what i can do? I delete the Setting.ini already to see if it fixes, But dont qwq
Thumos  [author] 18 Mar @ 6:38pm 
@Sebas That's not good. I'll see if I can resolve this issue.
Sebas 18 Mar @ 1:38am 
Well ughhh, I have a damn error, Idk why happen qwq, Here is:


AN ERROR HAS OCCURED [the index 'GetLowestFlowSurvivor' does not exist]

CALLSTACK
*FUNCTION [IsAnyCommonBehindSurvivors()] scripts/vscripts/sisync-comp_logicmanager.nut line [543]
*FUNCTION [UpdateSISyncGenerator()] scripts/vscripts/sisync-comp_scopemanager.nut line [37]
*FUNCTION [CommonSeparator()] scripts/vscripts/sisync-comp_infectedmanager.nut line [824]
*FUNCTION [UpdateSISyncMain()] scripts/vscripts/sisync-comp_scopemanager.nut line [71]

LOCALS
[infected] TABLE
[this] TABLE
[generator_function] GENERATOR
[generator] ARRAY
[this] TABLE
[generator_function] GENERATOR
[infected] TABLE
[this] TABLE
[specials] TABLE
[alive_survivors] ARRAY
[total_survivors] TABLE
[this] TABLE

I try to delete all my other mods but dont work too qwq... Curiously the other Synchronizers works well.
Thumos  [author] 16 Mar @ 12:19am 
@杜子牛 It depends on whether people are interested in the feature. Me personally, special infected already do well when synchronized together, so I don't know how much harder it would be if they were able to immediately turn towards the survivors and predict where they're going to go next.
杜子牛 14 Mar @ 3:18am 
So, you might update the auto-aim feature in the future to make the Special Infected more challenging, right?
Thumos  [author] 13 Mar @ 8:41pm 
@杜子牛 While I did change some command variables to allow special infected to turn quicker and attack more efficiently, I don't think I implemented any sort of auto-aim for the special infected in this add-on. Since my add-on mainly focuses on allowing special infected to synchronize their attacks, I'm currently not sure if letting them auto-aim as well will make them more threatening when going against a group of survivors.

While I may have to think about this idea for a while, I noticed that MANACAT only applied the `IsPlayerABot()` statement to the `SI_control_hunter` function in the `special_infected.nut` file for his `Tactical Training` add-on. This would explain why all the other special infected would have their eye positions automatically snap to different angles even if an actual player was controlling them.
Thumos  [author] 13 Mar @ 8:13pm 
@Wizardly Since nav areas marked with the `OBSCURED` spawn attributes are considered valid spawn positions by default, special infected may often spawn close to survivors even if any of the survivors are standing on these nav areas. This can occur as long as the valid spawn positions are farther than the length determined by the `SpawnRangeMin` option (200 by default). To give the survivors a bit more breathing room, you can set the `SpawnRangeMin` option to a higher value so special infected will be forced to spawn farther away.
杜子牛 13 Mar @ 9:39am 
"However, their mod only supports 4 players, and serious issues occur when exceeding this number. Additionally, during solo versus matches, the auto-aim effect also applies to player-controlled characters. Can your mod also implement auto-aim while ensuring the effect does not activate on player-controlled characters?"
杜子牛 13 Mar @ 9:31am 
"A long time ago, I used this enhanced Special Infected AI mod. It enabled all Special Infected attacks to achieve an auto-aim effect, dramatically improving their accuracy. For example, when a Boomer vomits, it rapidly pans the camera to cover all survivors with bile. Similarly, rocks thrown by the Tank also achieved automatic targeting." https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2815665070
Wizardly 10 Mar @ 10:41pm 
Great mod! Freaking love it! One issue I've been having thou, I noticed on Death Toll Chapter 3 special tend to spawn closer than normal, I'm not sure why.
`兰花` 20 Feb @ 1:01am 
alright thanks for your reply :steamthumbsup:
Thumos  [author] 19 Feb @ 6:16pm 
@`Fluttering-Flower` You can set the `ProhibitBosses` option to `true` in the `settings.txt` file to allow Witches and Tanks to spawn in campaigns they normally wouldn't spawn in.
`兰花` 18 Feb @ 8:47am 
is this includes every chapter tank spawn system on versus mode?
gloom 4 Feb @ 2:03pm 
@Taut awesome man, great to hear. i saw ur code so i got worried it wouldn't be possible to do that considering how much code you made seems like they are all made to work together. but if u can get ur tank AI to be seperate that'd be amazing. my friends and I would definitely download it without a doubt.
Thumos  [author] 4 Feb @ 1:57pm 
@rikoaki With how much of the code is being managed in this add-on, I can see how it could potentially cause issues with the director depending on the campaign, game mode, and server settings. In that case, I could definitely make a separate add-on that primarily forces Tanks to play passively instead of just rushing in.
gloom 4 Feb @ 1:09pm 
@Taut ah, cause i'm speaking for myself and a friend of mine because we like the AI of the mod, but the sync manager sometimes is funky with my server. ive been more of less using this mod just for the AI then the AI spawning at the same time ngl. not hating btw. i kinda had to remake vscripts for this mod to work properly. been wanting to keep the vanilla director while keeping the AI of urs.
Thumos  [author] 4 Feb @ 1:02pm 
@rikoaki Perhaps if people are interested, I could create a separate version of this add-on that simply allows the Tank to be more passive. That way, they could also have the option to use the `Sync Only` or `AI+` add-on alongside the separated add-on so they can simply enable and disable whichever they like.
gloom 4 Feb @ 12:37pm 
Someday, you should make your passive tank a standalone mod. I feel like a lot of parts in your mod would be perfect on its own. But this is more of a suggestion then a request.
Thumos  [author] 2 Feb @ 7:22am 
@Buck Overwick You can set the `CanSpawnOnObscuredAttributes` option to `false` in the `manualspecialspawn.txt` file to prevent special infected from spawning in trees in maps like Death Toll.
Nick Overwick 2 Feb @ 1:50am 
is there an option to prevent specials from spawning in trees?
Typical 30 Jan @ 6:39pm 
Kinda like that but when the SI spawns they will have like a 0.5 or 1 second of delay before spawning everyone at once;
Thumos  [author] 30 Jan @ 6:10pm 
@Typical I'm a bit confused on what you mean by "delay when they spawn". If you want each of them to spawn a certain amount of special infected for every amount of time determined by a specified option (ex. 2 special infected every second until the actual limit has been reached), then I'm not sure how I would go about doing this. By default, I make sure to reset all of the special infected's respawn timers at once by using the `Director.ResetSpecialTimers()` function so they can spawn together.

Since I haven't figured out how to access the special infected's type and slot timers, a workaround I thought of would be to directly modify the "MaxSpecials" variable in a way that would allow special infected to spawn in chunks. However, because modifying the variable would limit how many special infected are able to spawn, this would prevent some or all player-controlled special infected from spawning depending on the specified value.
Typical 29 Jan @ 1:22pm 
Is there a way that you could add an option to add a delay when they spawn?