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Xanaguy
Senior Member
Join Date: Jan 2017
Old 10-08-2020 , 01:21   Re: [L4D2] Improved and Perfected SurvivorAI Autotrigger
Reply With Quote #43

Updated: Crasher, here are some edits/tweaks.


In c3m4_plantation, the bots will simply warp to the same crds used to trigger the timer to start the finale.

In c8m3_sewers, the bots will teleport below the hole drop in 60 seconds in coop, but 45 seconds in versus.

I've fixed the finale never triggering in c11m5. It will also account the radio_fake_button getting deleted while the finale hasn't started yet. I've also tweaked 7 Hours Later II to work the same way.

In c13m2, I've deleted the barriers and the clip after the explosion goes off, no teleporting, but the bots will be able to proceed as normal.

I've also blocked the CheckAroundTriggers timer entirely if the new "GameOver" bool is set to true. This will prevent anything from re-activating if the team has wiped.

Please report any issues. Thanks!

Last edited by Xanaguy; 10-08-2020 at 01:23.
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