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As for "Melee Throw Glow Type", if you set to 1, it uses dynamic light. If it's set to 2, it uses custom glow (orange). You can test it yourself to see how it looks like.
AN ERROR HAS OCCURED [the index 'GetActiveWeapon' does not exist]
CALLSTACK
*FUNCTION [GetActiveMainWeapon2()] c:/program files (x86)/steam/steamapps/common/left 4 dead 2/left4dead2/addons/workshop/3426113086.vpk/scripts/vscripts/director_base_addon.nut line [147]
*FUNCTION [unknown()] c:/program files (x86)/steam/steamapps/common/left 4 dead 2/left4dead2/addons/workshop/3426113086.vpk/scripts/vscripts/director_base_addon.nut line [157]
LOCALS
[player] NULL
[this] TABLE
[owner] NULL
[this] TABLE
I dont know how to enable/disable the "Melee Throw Glow Type" in the console. Also i made a mistake for calling the outline a "highlight".
- So, it's that glow. Probably I can try it, though not all objects can have a glow. But if the glow successfully shows up, probably the glow will stay on the melee
- I wonder if that's related on a "secret feature" I mentioned on advanced version about "One-Time-Protection Flare". I'm not sure if it's a real invincibility, because last time I checked that "secret feature", I simply just used it as an automatic attack that ends after being triggered, & the attack was fast enough so zombies almost didn't have a chance to attack.
- highlights are those glowy things when you get near a object (ammo, weapon,throwables,etc). And what i mean is that making the throwable melee glow in that highlight
-Yes, it make me invicible for 5 seconds, but when im near a zombie, i make them take damage from me and the ability disappear, so what i believe is that, when i pick up the thrown melee, the game thinks that the melee is still on the ground and still lethal.
- Highlight? Did you mean a glow? I'm not sure if I can apply it on melee. I ever applied it on special infected & the glow worked, but I haven't tried on melee yet.
- For optional combo keys , ZOOM + ATTACK (just like the advanced version), I can add it later.
- the advanced version already has the cfg file to adjust the cooldown timer when hit & missed, so, for this version, I think it would be better to keep the return mechanisms as they are.
Anyway about the glitch,I think that's the first time I heard. There's no script about invincibility on the mod. Did the invincible state last for 5 seconds too?
-instead of the dynamic light it can be a red highlight
-it would be better if it was the middle mouse button (aka the zoom key)
-it can't return after a failed throw (you don't need to change this on advance version)
that's all the change's.
(also i found a glitch were you throw the melee and quickly pick it up, you become invicible)
@Leon, you can try this version if you want to adjust the cooldown timer freely via cfg file: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3426757231
1)throw melee - if no obstacles + 1 or more enemy in path - keep flying and hit until max distance - start return + apply cd before next throw;
2)throw melee - if no obstacles + no enemy in path - keep flying until max distance - start return + apply cd before next throw;
3)throw melee - if no obstacles + zero/1 or more enemy in path - keep flying until max distance - start return - if user moves to position with obstacles - keep flying back and stop when collide with obstacle - apply cd before weapon returns.
As for the flyback animation, that might be possible but it could also create a new problem, like, if there's an object between the melee & the owner, the melee would bounce & fail to reach the owner.