Yes, it cycles through ALL survivors and based on the percentage chance, they vocalize.
The chance is calculated individually for every survivor, I haven't really noticed this oddity as I have it set to 75% chance myself.
It is also possible to just set the chance to 100% and the cooldowns to 0 seconds and every survivor should vocalize the warnings.
Also, did you update to the newest version?
The way the plugin works, is it forces a survivor to vocalize, and after such, the cooldown comes in.
However, the older versions didn't check if a survivor was vocalizing, meaning, if they were, the warning would fail to be vocalize, but the cooldown was still being applied.
In the latest version, the plugin first checks to see if a survivor is not already vocalizing to prevent this from happening
I use full version 1.4 and set vocalizing chance to 75%, but I still hear 2 survivors' warning at the same time. Would this fix at next update?
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.
Well, this is mostly because I only recently just started learning how to code.
I've been playing L4D since release, but on the Xbox 360.
The same was for L4D2 until about a year ago when I decided to buy it off of steam.
Then I started college about a year ago, started poking around with Sourcemod, and not too long ago started experimenting with SourcePawn, and the rest is history.
I actually coded a plugin to fix the MeleeSwing Sounds, but for some reason, the vcd files don't actually work, here's the code for it,
public Plugin:myinfo = { name = PLUGIN_NAME, author = "DeathChaos25", description = "Implements Valve's unused combat grunts for melee weapons whenever survivors use melee weapons (not chainsaw) based on a (customizable) chance", version = PLUGIN_VERSION, }
public OnPluginStart() { HookEvent("weapon_fire", Event_WeaponUsed) HookEvent("infected_decapitated", Event_HeadShot)
new Handle:CombatGruntChance = CreateConVar("combat_grunt_chance", "75", "Chance out of 100 (i.e 25 for 25% chance) that a survivor will vocalize their combat grunts when using their melee weapon", FCVAR_PLUGIN, true, 1.0, true, 100.0) HookConVarChange(CombatGruntChance, ConVarCombatGrunt) g_iCombatGruntChance = GetConVarInt(CombatGruntChance)
new Handle:EllisCommentChance = CreateConVar("ellis_comment_chance", "75", "Chance out of 100 (i.e 25 for 25% chance) that a Ellis will make a comment when beheading a common infected with a melee weapon", FCVAR_PLUGIN, true, 1.0, true, 100.0) HookConVarChange(EllisCommentChance, ConVarEllisComment) g_iEllisCommentChance = GetConVarInt(EllisCommentChance)
The plugin even implemented Ellis' lines where he comments after beheading a common, like, "Man, that zombie was too tall, I fixed 'im", alongside customizable cvars for the percentage chance of both the grunts and Ellis' comments, etc...
But since the vcd files don't actually work, well, we can't get anywhere.
I was poking around the offsets, and I found these particular 3 offsets,
I'll get around to studying detours, and if I can learn how they work, I can probably get something out of these adresses, idk.
So me and Mr. Zero were talking about the melee grunts the other day and I remembered this plugin which I initially thought didn't work, but it actually does. You hear the fixed grunts in first person, but I think it doesn't filter out hearing the coach grunt in 3rd person, not too sure. Either way, it is fixed in first person so you don't hear coaches grunts as the other L4D2 survivors when using melee weapons.
It's a plugin made from the competitive L4D2 community. I figured you might want to have a look at it.
The other idea could be to implement some of the L4D1 survivor grunt/hurt sounds so they actually have grunts themselves when using the melee weapons. I know they don't have any actual grunt lines like the L4D2 survivors do, but you could just as easily use some of their player hurt sounds when they get hit by common infected.
This plugin appears to only trigger when killing SI as well, not common infected.
L 02/16/2016 - 00:14:25: SourceMod error session started
L 02/16/2016 - 00:14:25: Info (map "c8m1_apartment") (file "errors_20160216.log")
L 02/16/2016 - 00:14:25: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:14:29: Error log file session closed.
L 02/16/2016 - 00:14:29: SourceMod error session started
L 02/16/2016 - 00:14:29: Info (map "c8m1_apartment") (file "errors_20160216.log")
L 02/16/2016 - 00:14:29: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:22:37: Error log file session closed.
L 02/16/2016 - 00:22:37: SourceMod error session started
L 02/16/2016 - 00:22:37: Info (map "c8m2_subway") (file "errors_20160216.log")
L 02/16/2016 - 00:22:37: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:23:04: [SM] Native "PrintToChat" reported: Client 2 is not in game
L 02/16/2016 - 00:23:04: [SM] Displaying call stack trace for plugin "l4d2_upgradesreloaded.smx":
L 02/16/2016 - 00:23:04: [SM] [0] Line 2935, C:\Program Games\Steam\steamapps\common\left 4 dead\left4dead\addons\sourcemod\scripting\1.7.3 SourceMod\l4d2_upgradesreloaded.sp::event_HotMealCooldown()
L 02/16/2016 - 00:31:03: [SM] Native "PrintToChat" reported: Client 5 is not in game
L 02/16/2016 - 00:31:03: [SM] Displaying call stack trace for plugin "l4d2_upgradesreloaded.smx":
L 02/16/2016 - 00:31:03: [SM] [0] Line 2935, C:\Program Games\Steam\steamapps\common\left 4 dead\left4dead\addons\sourcemod\scripting\1.7.3 SourceMod\l4d2_upgradesreloaded.sp::event_HotMealCooldown()
L 02/16/2016 - 00:32:51: Error log file session closed.
L 02/16/2016 - 00:32:51: SourceMod error session started
L 02/16/2016 - 00:32:51: Info (map "c8m3_sewers") (file "errors_20160216.log")
L 02/16/2016 - 00:32:51: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:33:20: [SM] Native "PrintToChat" reported: Client 10 is not in game
L 02/16/2016 - 00:33:20: [SM] Displaying call stack trace for plugin "l4d2_upgradesreloaded.smx":
L 02/16/2016 - 00:33:20: [SM] [0] Line 2935, C:\Program Games\Steam\steamapps\common\left 4 dead\left4dead\addons\sourcemod\scripting\1.7.3 SourceMod\l4d2_upgradesreloaded.sp::event_HotMealCooldown()
L 02/16/2016 - 00:14:25: SourceMod error session started
L 02/16/2016 - 00:14:25: Info (map "c8m1_apartment") (file "errors_20160216.log")
L 02/16/2016 - 00:14:25: [SM] Unable to load plugin
"l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
Quote:
Originally Posted by DeathChaos25
This plugin requires Scene Processor to compile and Scene Processor.smx to function.
__________________
Kill all the son of a bitches, that's my official instructions. L4Dε Modified Talker
the lite one, works off of an edited Modified Talker if installed on the server
I accidentally fixed this plugin myself so release for everyone. Please note that this plugin requires Scene Processor to compile and Scene Processor.smx to function. Just download *.smx if you just want to use and remember to run with L4D Epsilon Modified Talker.
-EDIT-
(Version 1.6, fixed by Lux) Fixed an issue that would potentially warn about ghost infected in versus mode.
__________________
Kill all the son of a bitches, that's my official instructions. L4Dε Modified Talker
Last edited by bazrael; 12-06-2017 at 00:13.
Reason: Offer updated plugin