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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superwoman.
Old 01-08-2015 , 09:26   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #73

Quote:
Originally Posted by DeathChaos25 View Post
Sure, I'll look into it and see, although I already have an idea of why this is happening.
I suggest you can join a random "delay interval" before survivors hear and warning. There's a similar option in talker system. For example:
Code:
Response PlayerWarnHeardBoomerCoach
{
    scene "scenes/Coach/HeardBoomer01.vcd" predelay "2.8,4.2" //BOOMER!
}
...
Response PlayerWarnHeardBoomerGambler
{
    scene "scenes/Gambler/HeardBoomer01.vcd" predelay "2.8,4.2" //BOOMER!
}
Above codes are supposed content. They don't include in current talker files.
When plugin triggers these concepts, both Coach's and Nick's replies will randomly delay 2.8 seconds ~ 4.2 seconds before saying something. In case you can reference this idea and code it in plugin, trying to stop second survivor's warning, this issue can effectively avoid in coop game that many special infected spawn at identical moment.

Last edited by bazrael; 01-11-2015 at 13:07. Reason: To fix talker codes.
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