Left 4 Dead 2

Left 4 Dead 2

The Screamer (VScript)
108 Comments
Alxniw 25 Oct @ 10:13am 
but np
Alxniw 25 Oct @ 10:12am 
neat bro it's true that you can make 'em play random and ofc I often get confused heheh
Natsenko.  [author] 25 Oct @ 9:27am 
It's okay both screams can co-exist I'll just make it a config for the people who gets confused by sound cues
Alxniw 25 Oct @ 9:22am 
idk I like this scream more
Natsenko.  [author] 22 Oct @ 7:13pm 
Maybe in a future update
._. 22 Oct @ 1:15pm 
Is there no way to change the hunter cry to another one?
Natsenko.  [author] 22 Oct @ 4:16am 
Thats actually the next thing I'm going to work on to have him scream from a distance instead of in your face, as for the death effect it can probably be altered but right now the death particles are the less of my concern
朱雀院椿 22 Oct @ 4:11am 
@Natsenko. I think at present, when it refreshes, when you see humans, you should scream and then escape, instead of screaming on your face. I hope it can be improved, and the self destruct effect that was killed also needs to be removed
Natsenko.  [author] 20 Oct @ 2:10pm 
@朱雀院椿 Already taken the stats from that script it's basically like four string of convars that only alters the explosion range, speed and health it doesn't use anything conflict, I removed the vomit myself since I think that was unnecessary.
gaugezilla06 20 Oct @ 10:36am 
@Natsenko thank you, that would make this mod perfect
朱雀院椿 20 Oct @ 9:33am 
I think you can refer to this script to achieve a more restored version of The Screamer, https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433354526&searchtext=The+Screamer
Natsenko.  [author] 19 Oct @ 5:47pm 
I'll make him rarer don't worry so the encounter feels unique
gaugezilla06 19 Oct @ 12:36pm 
i feel he spawns way too much, i barely see boomers but overall its cool to finally have cut infected
elisisreal 19 Oct @ 6:41am 
yay update:steamhappy:
Natsenko.  [author] 15 Oct @ 8:26pm 
Right....
kills 15 Oct @ 6:00pm 
like The Screamer because when he dies he leaves Boomer's body and you have to fix that error, it doesn't make sense ._.
Natsenko.  [author] 10 Oct @ 7:23pm 
Well the goal of this is to not tamper with the original infected but I could consider making a separate addon to include that if desired
Scientist 10 Oct @ 6:18pm 
you should also make it so the normal boomer can't vomit and explodes on death, so it's like real beyta
Natsenko.  [author] 10 Oct @ 3:16am 
Yeah it's a pain back then and it's still a pain now
Noodlepikmin 9 Oct @ 3:10pm 
The "-Add Flee Mechanic (I've spent ALL NIGHT trying to figure this out it isn't even funny)" I cannot blame you at all, man. I'm already coding a game, and the coding not responding really makes me mad.
Natsenko.  [author] 8 Oct @ 4:18pm 
Okay I see
elisisreal 8 Oct @ 2:37pm 
ok i managed to fix the the issue. i have to unsub the addon in game, closse the game, re-open the game, subscribe the addon again and then open the game again.

sorry for the inconvenience :steamsad:
elisisreal 8 Oct @ 2:19pm 
@Mesozoic Gamer may be cuz my friend just install this and goes like it should be
Natsenko.  [author] 8 Oct @ 2:18pm 
Either way I'll see what I can do next update
Mesozoic Gamer 8 Oct @ 2:01pm 
@elisisreal I think your download may be corrupted or something as I've had the screamer spawn, as intended, in place of Boomers for at least a few days now.
elisisreal 8 Oct @ 1:15pm 
@Natsenko. i even re install the mod if it was some bug with my pc but no, it was still empty when i check again.
Natsenko.  [author] 8 Oct @ 1:12pm 
It shouldn't be empty though all I literally did was add images what the hell
elisisreal 8 Oct @ 11:48am 
@Natsenko. umm you might have to take a look into the script since i found out that the director.base.addon is empty. i was wondering why the screamer didnt spawn so i open the VPK file and the script was empty lol.
Natsenko.  [author] 6 Oct @ 5:32pm 
Flee Mechanic will be added I probably have an idea on how to do it
Mesozoic Gamer 6 Oct @ 3:45pm 
I know nothing about scripting, so this likely is gonna sound dumb, but you could use the fleeing mechanic of the Fallen Survivors for this guy. I think they're the only zombies that do flee at least.
Natsenko.  [author] 4 Oct @ 1:18am 
For z_exploding_inner_radius the default is 130 while z_exploding_outer_radius is 200 by default
BananaSauce 4 Oct @ 1:15am 
thats fair, also by chance do you know the default cvar values? im gonna add this to my lepotitsa mod
Natsenko.  [author] 4 Oct @ 1:13am 
@BananaSauce I was thinking that so i'm probably going to do that but I just really wanted to get The Screamer updated
BananaSauce 4 Oct @ 1:07am 
pretty cool that you managed to make it so the screamer doesnt "explode" like the boomer, but after a screamer is killed every other boomer after that also loses the explode function, cant you make it so after the cvars are set to 0, you make it so they return to normal after a small delay? That way if a boomer spawns after a screamer is killed they still have the explode function
Natsenko.  [author] 28 Sep @ 9:27pm 
Not really that I know of
Bonnie O.B 28 Sep @ 5:57pm 
Is there a guide where I can make my own special infected scripts?
Natsenko.  [author] 23 Sep @ 12:07pm 
Well I haven't played around with the stats for different difficulties since one thing I'm afraid of is having balancing issues, but perhaps I would experiment with it though.
Franshish 23 Sep @ 7:15am 
I Want To Ask A Question, Will Each Special Infected Would Have Different Respawn Based Timer That Depends On Difficulty?
ImbrogLio (VC OFF) 27 Aug @ 5:35am 
if you gave Leakers a sort of transparent effect like the Predator that's visible but barely and have the Leaker only make noise when you're right up next to it to give you a few seconds to try and avoid it. Deafens player for awhile after exploding by causing ear ringing (would make it impossible to hear other SI for a bit)
Natsenko.  [author] 26 Aug @ 11:21pm 
@30,000lb Gold Chain Yeah I try to take as much feedback as possible IF i'm available, but thanks all I can do is try but yeah I noticed that too with my gameplay with it and it makes it much easier to code it now but sounds are the thing i'm focused on so people can tell the difference.
30,000lb Gold Chain 26 Aug @ 10:52pm 
Really appreciate the response man. You've been knocking it out of the park with your mods, so I hope you take pride in them as much as you call em bad.

ON A SIDE NOTE: I've noticed that in game he's actually quite evasive, and prone to sticking out of sight more as opposed to the base game boomers and to a point more than the Leakers I've seen, so you're definitely on the right track.
Natsenko.  [author] 26 Aug @ 10:00pm 
That's fair.
ImbrogLio (VC OFF) 26 Aug @ 8:33pm 
yeah i'm just trying to think of ways to get it as close to concept as possible to help out a bit (minus claw since there's so little on them). I even thought up a way for Leakers to not be fuck all useless.
Natsenko.  [author] 26 Aug @ 7:41pm 
@Lio VC MUTED It's fine it just shows that you appreciate the addons, although I see what you're talking about since basically that is what its originally is intended to do since it run away to find a place to scream to summon the horde.
ImbrogLio (VC OFF) 26 Aug @ 6:54pm 
Sorry i keep popping up lol. Might work to give it that sort of proximity based Witch mechanic except instead of running at you it runs the opposite way and screams after a certain distance and starts running the minute you hit proximity so you have to chase it plus it'd be very fast so it won't be as easy to kill as the fallen survivor even when you have friends with you. I guess all I really did was suggest the exact same thing but with some Witch mechanics lol oh well.
Natsenko.  [author] 25 Aug @ 12:10pm 
@RQ Yeah that's currently the plan after the sound update though
RQ 25 Aug @ 2:49am 
is it possible to give the screamer the fallen survivor mechanic of running away? Or is it too hard, love the mod btw
Natsenko.  [author] 24 Aug @ 11:27am 
Both
Joukii 24 Aug @ 4:05am 
He is going to have custom spawn noises or its just its moving sounds?
Natsenko.  [author] 23 Aug @ 7:15pm 
I'm probably gonna add the sounds next update anyways, I don't know why it still pukes since it shouldn't be doing that no more