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Solved [REQ][L4D2] Sacrifice Finale Balanced Tanks


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larrybrains
Senior Member
Join Date: May 2017
Old 01-28-2018 , 00:14   [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #1

I am wondering if it would be possible to balance the tank/horde spawns on the Sacrifice finale.

According to the Left 4 Dead Wiki page, the finale currently works like this:
Quote:
This finale is different from all of the others: every time a generator is started, the Director will spawn a Tank and a horde. Either one can arrive first, and sometimes both can arrive simultaneously. Starting multiple generators will spawn multiple Tanks and hordes at the same time.
The issue here is that in versus, one team can get a tank spawn right after starting a generator and the next team may start the same generator, but get the tank spawn well after the horde spawns, which makes the map unbalanced. I think this could be fixed by keeping the spawns random for the first team, but mirror the spawns for each generator for the second team, regardless of the order that the generators are started in.

I have witch_and_tankifier.smx on my server with versus_tank_flow_team_variation set to 0, but I don't think it accounts for the way tanks spawn on The Sacrifice finale.

Does anyone think this might be possible or maybe there is a plugin that can already do this?

Much appreciated if someone is willing to try to figure this one out.

Last edited by larrybrains; 01-19-2020 at 20:25. Reason: Mark as solved
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larrybrains
Senior Member
Join Date: May 2017
Old 02-12-2018 , 15:45   Re: [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #2

Anybody interested in taking this on?

Last edited by larrybrains; 02-12-2018 at 15:45.
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cravenge
Veteran Member
Join Date: Nov 2015
Location: Chocolate Factory
Old 02-13-2018 , 07:41   Re: [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #3

A VScript should be able to do this. I'll leave it to Lux as he/she has more experience with them.

Don't use Left 4 Downtown 2 extension for this as forcefully changing finale stages, while the finale is ongoing, produces an unexpected (yet expected at the same time) bunch of mess.
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larrybrains
Senior Member
Join Date: May 2017
Old 11-25-2018 , 20:21   Re: [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #4

Quote:
Originally Posted by cravenge View Post
A VScript should be able to do this. I'll leave it to Lux as he/she has more experience with them.

Don't use Left 4 Downtown 2 extension for this as forcefully changing finale stages, while the finale is ongoing, produces an unexpected (yet expected at the same time) bunch of mess.
So not sure if anyone is working on this, but I tried to do it myself and quickly realized I have no idea what I'm doing, but I think this is the entity that runs the finale script on each generator start?
Code:
{
"origin" "-328 -592 11"
"targetname" "relay_finale_script_event"
"StartDisabled" "0"
"spawnflags" "2"
"classname" "logic_relay"
"hammerid" "2999183"
"OnTrigger" "@directorRunscriptcodeDirectorScript.MapScript.LocalScript.GeneratorButtonPressed()0-1"
}
Might be helpful if anyone wants to try working on this.
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larrybrains
Senior Member
Join Date: May 2017
Old 03-15-2019 , 20:49   Re: [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #5

Anyone still interested in trying to figure this one out?

Last edited by larrybrains; 03-15-2019 at 21:09. Reason: a word
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larrybrains
Senior Member
Join Date: May 2017
Old 01-19-2020 , 20:24   Re: [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #6

Ended up trying my hand at fixing this again and figured out a fix that I am satisfied with.

I used Silvers VScript File Replacer plugin to override the c7m3_port_finale vscript with my own modified version which changes the following lines:

PHP Code:
// PHASE 1 EVENTS
if ( RandomInt1100 ) < 50 )
{
    
RandomFinaleStage1 PANIC
    RandomFinaleStage2 
TANK
}
else
{
    
RandomFinaleStage1 TANK
    RandomFinaleStage2 
PANIC
}

// PHASE 2 EVENTS
if ( RandomInt1100 ) < 50 )
{
    
RandomFinaleStage4 PANIC
    RandomFinaleStage5 
TANK
}
else
{
    
RandomFinaleStage4 TANK
    RandomFinaleStage5 
PANIC


To just:

PHP Code:
// PHASE 1 EVENTS

RandomFinaleStage1 TANK
RandomFinaleStage2 
PANIC


// PHASE 2 EVENTS

RandomFinaleStage4 TANK
RandomFinaleStage5 
PANIC 
This makes it so every time a generator is started, it will first spawn a tank, followed by a horde panic event.

So although it isn't ideal because it isn't random for the first team, at least it's now the same for both teams.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 01-20-2020 , 09:45   Re: [REQ][L4D2] Sacrifice Finale Balanced Tanks
Reply With Quote #7

@larrybrains

Thanks for posting your solution.

I don't know much about vScript but I already played a lot of versus and this really unbalances the gameplay

I'm going to check if is possible to make it random but equal to both teams.
If someday I have an update I post here.
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