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Sync only makes them spawn together.
AI+ makes them have these smarter behaviors like attacking when a Witch is angry and so on
Competitive adjusts some of their stats.
If so then I think AI+ is my favorite.
To learn more about these constant variables, I recommend viewing the Garry's Mod Wiki. [wiki.facepunch.com]
LOCALS
[@ITERATOR@] 1
[camera] INSTANCE
[@INDEX@] 0
[cameras] ARRAY
[this] TABLE
[alive_survivors] TABLE
[this] TABLE
[specials] TABLE
[alive_survivors] TABLE
[total_survivors] TABLE
[this] TABLE
AN ERROR HAS OCCURED [the index 'EFL_NO_THINK_FUNCTION' does not exist]
CALLSTACK
*FUNCTION [IsCameraActive()] scripts/vscripts/sisync-ai+_logicmanager.nut line [23]
*FUNCTION [IsCutscenePlaying()] scripts/vscripts/sisync-ai+_logicmanager.nut line [10]
*FUNCTION [UpdateScope()] scripts/vscripts/sisync-ai+_scopemanager.nut line [33]
Because I figured that some campaigns would modify either the `cm_MaxSpecials` or `MaxSpecials` variable at certain times (ex. the finale in Chapter 3 of The Passing), I let the Director handle those two variables automatically instead of manually setting them at specified values.
If you want an easier time going against the Tank in the first chapter of The Passing, I recommend setting the `AllowAggressiveSpecials` option in the `settings.txt` file to `false` so he doesn't immediately attack as soon as he spawns.
examples being on the passing before you can get to the tier 1 guns or during the intro of cold stream
AN ERROR HAS OCCURED [the index 'DynamicSpecialTimer' does not exist]
CALLSTACK
*FUNCTION [ManualRespawnOverrider()] scripts/vscripts/sisync-ai+_infectedmanager.nut line [145]
*FUNCTION [SpecialRespawnModifier()] scripts/vscripts/sisync-ai+_infectedmanager.nut line [180]
*FUNCTION [UpdateScope()] scripts/vscripts/sisync-ai+_scopemanager.nut line [47]
LOCALS
[survivor_percentage] 1
[total_survivors] TABLE
[alive_survivors] TABLE
[this] TABLE
[total_survivors] TABLE
[alive_survivors] TABLE
[this] TABLE
[specials] TABLE
[alive_survivors] TABLE
[total_survivors] TABLE
[this] TABLE
InitialSpawnDelayMax = 120
InitialSpawnDelayMin = 60
OverrideInitialSpawnDelay = true
OverrideRespawnInterval = true
RespawnIntervalMax = 60
RespawnIntervalMin = 60
Additionally, I've tested without some addons that modifies Special AI like (Competitive Bots), yet again, it's not working for some reason; deleting the ems file is a thing to reboot this issue but its still persists. Thank you
As for the mob and special directions, here are the options the numbers are referring to according to the Director Scripts wiki page :
---
SPAWN_NO_PREFERENCE = -1
SPAWN_ANYWHERE = 0
SPAWN_BEHIND_SURVIVORS = 1
SPAWN_NEAR_IT_VICTIM = 2
SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS = 3
SPAWN_SPECIALS_ANYWHERE = 4
SPAWN_FAR_AWAY_FROM_SURVIVORS = 5
SPAWN_ABOVE_SURVIVORS = 6
SPAWN_IN_FRONT_OF_SURVIVORS = 7
SPAWN_VERSUS_FINALE_DISTANCE = 8
SPAWN_LARGE_VOLUME = 9
SPAWN_NEAR_POSITION = 10
In the meantime, could you check the console by pressing the ` key to see if any errors pop up? Afterwards, could you try disabling all your other add-ons besides this one to see if specials are able to spawn? If they do spawn, could you also try re-enabling each one to find the culprit?
im not sure what the issue is, no conflicting mods
As for `z_tank_speed 240`, the add-on will simply modify command variables if they exist in-game which is how you're able to add new ones to the `convars.txt` file.
but, i can add "z_tank_speed 240" to "convars.txt"
CALLSTACK
*FUNCTION [unknown()] scripts/vscripts/sisync-ai+.nut line [167]
*FUNCTION [unknown()] scripts/vscripts/sisync-ai+.nut line [260]
LOCALS
[exception] "the index 'cm_MaxSpecials' does not exist"
[this] TABLE
[specials] TABLE
[survivors] TABLE
[this] TABLE"
Please, help me! SI don't' appear in campaign
https://github.com/Stabbath/L4D2-Decompiled/blob/master/Decompiled%20VScripts/c6m3_port_finale.nut