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-   -   [L4D2] Zombie pets (v1.1.2) [08-Dec-2022] (https://forums.alliedmods.net/showthread.php?t=336006)

Earendil 01-20-2022 18:40

[L4D2] Zombie pets (v1.1.2) [08-Dec-2022]
 
3 Attachment(s)
Description:
  • Allows survivors to have 1 or more pets following them.
  • Pets are chargers and jockeys, no damage between pets and survivors will happen.
  • Pets will follow their owner and can protect him against other special infected.
  • When a survivor dies, its pet can be automatically deleted, transfer to another survivor or go wild and become a normal zombie.

Commands:
  • sm_pet <jockey|charger|(null)>: Spawns a zombie pet that will follow the survivor. If argument is empty, a random class will be spawned as pet.
  • sm_pet remove: Removes all pets associated to their survivor.

Source Code:
  • You can watch or download plugin sourcecode via this repository.
  • You may find some developement branches to test new features, but plugin errors may be expected and plugin functionallity may not work on Windows servers.

Possible issues
  • Bots sometimes could not aim correctly other zombies. This plugin detours some bot behaviour functions to force survivor bots to ignore the infected pets, but it makes that survivor bots sometimes take more time than usual until they detect a zombie to attack.
  • Pets are true zombies, so they will be recognized by the director like that, consider using a zombie spawn plugin to prevent blocking natural zombies from spawning, like ZSpawn
.

Installation:
  • Place l4d2_perks.sp in addons/sourcemod/plugins folder.
  • Place l4d2_pets.txt in addons/sourcemod/gamedata folder.


Dependences:
ConVars
Spoiler


Special thanks
  • Silvers, for helping with some strange signatures and for 1.1.2 update.

To do
  • More special infected types as pets
  • More effects on pets.
  • Prevent signature break on game update (just watch the signatures...).
  • L4D1 Support if signatures available.
  • More functionallity, I accept suggestions..

Changelog
Spoiler

L4D2Noob 01-20-2022 19:10

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
They should learn to pass through doors...)

https://www.youtube.com/watch?v=1CvV...=RYANCOOLROUND

thewintersoldier97 01-21-2022 01:42

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
Great idea! May I suggest you reduce the size of the pet for better clarification and make it easy distinguishable with other special infected :bee:

Earendil 01-21-2022 08:16

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
Quote:

Originally Posted by L4D2Noob (Post 2768941)
They should learn to pass through doors...)

https://www.youtube.com/watch?v=1CvV...=RYANCOOLROUND

As I said, pets do nothing, only follow survivor. I blocked primary and secondary attacks to prevent charger pet to punch or charge their owner, I will try to find the game functions that tells zombie when to attack to check if its going to hit a door or a survivor, and block first case.

Earendil 01-21-2022 10:47

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
Quote:

Originally Posted by thewintersoldier97 (Post 2768951)
Great idea! May I suggest you reduce the size of the pet for better clarification and make it easy distinguishable with other special infected :bee:

I have been testing it, I can only resize jockeys, so I can add minijockeys as pets (less annoying than a big charger).

Quote:

Originally Posted by L4D2Noob (Post 2768941)
They should learn to pass through doors...)

Done, now they will slowly attempt to break a door if they are not close to their owners but will not attack survivors, sometimes a survivor could be punched if its near of a pet attempting to break the door.

L4D2Noob 01-24-2022 03:46

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
Quote:

Originally Posted by Earendil (Post 2768972)
Done, now they will slowly attempt to break a door if they are not close to their owners but will not attack survivors, sometimes a survivor could be punched if its near of a pet attempting to break the door.

And it works great!
https://www.youtube.com/watch?v=Yob4RisUwD8

KadabraZz 06-13-2022 16:02

Re: [L4D2] Zombie pets (v1.0.1) [20-Jan-2021]
 
I found this video last year, but I didn't expect to find something like this so soon, very good now i can have fun with my pet =)
https://youtu.be/3BZ182CXYeg

eyal282 06-14-2022 05:41

Re: [L4D2] Zombie pets (v1.0.1) [20-Jan-2021]
 
Ideas:

1. Pet will punch commons.

2. Pet will charge you if you got jockeyed, smoked or charged to release you.


If you hook block on the Left4Dhook "CarryStart" it will crash into you and stumble itself.

eyal282 06-14-2022 06:12

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
Quote:

Originally Posted by Earendil (Post 2768972)
I have been testing it, I can only resize jockeys, so I can add minijockeys as pets (less annoying than a big charger).



Done, now they will slowly attempt to break a door if they are not close to their owners but will not attack survivors, sometimes a survivor could be punched if its near of a pet attempting to break the door.

Are the pets so stupid they can't open & close doors?

Earendil 06-14-2022 07:26

Re: [L4D2] Zombie pets (v1.0) [20-Jan-2021]
 
Quote:

Originally Posted by eyal282 (Post 2781669)
Are the pets so stupid they can't open & close doors?

Basically I blocked their melee attacks and special abilities via OnPlayerRunCmd, to prevent pets to attack their owners. In the first version the pets couldn't break the doors because they couldn't attack.

So now when pets don't have any survivor near will be able to use melee attacks to break doors.


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