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[L4D2] Melee Weapons Grunts (Updated 04-04-2015)


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SeekerAU
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Join Date: Oct 2014
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Old 03-28-2015 , 11:19   Re: [L4D2] Melee Weapons Grunts (Updated 03-24-2015)
Reply With Quote #11

Wouldn't it be better to use the "shoved" dialogue for the L4D1 survivors?
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DeathChaos25
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Old 03-28-2015 , 15:45   Re: [L4D2] Melee Weapons Grunts (Updated 03-24-2015)
Reply With Quote #12

Quote:
Originally Posted by SeekerAU View Post
Wouldn't it be better to use the "shoved" dialogue for the L4D1 survivors?
I did
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Old 03-28-2015 , 17:01   Re: [L4D2] Melee Weapons Grunts (Updated 03-24-2015)
Reply With Quote #13

Quote:
Originally Posted by DeathChaos25 View Post
I did
Woot woot! Can't wait to try!
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DeathChaos25
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Old 04-04-2015 , 01:17   Re: [L4D2] Melee Weapons Grunts (Updated 04-04-2015)
Reply With Quote #14

Decided to give this a little clean up and add closed captions for Ellis

Code:
Version 1.2   04-04-2015
- Implemented Scene Processor, Grunts now obey the normal vocalizing  laws (grunts will no longer auto cancel the survivor's current line)
- Survivors can now no longer grunt if they are vocalizing (context:read above)
- Added Closed Captions for Ellis' comments!
- Ellis' comments are now also subject to talker file's rules just like grunts are
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DeathChaos25
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Old 04-07-2015 , 11:19   Re: [L4D2] Melee Weapons Grunts (Updated 04-04-2015)
Reply With Quote #15

Added a small demonstration video to the main post
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uriel18
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Join Date: Apr 2009
Old 08-19-2015 , 14:31   Re: [L4D2] Melee Weapons Grunts (Updated 04-04-2015)
Reply With Quote #16

**Nothing, problem solved ^^*
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Last edited by uriel18; 08-19-2015 at 15:10. Reason: Solved
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sos crazy89
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Join Date: May 2015
Location: Russia
Old 08-31-2015 , 17:44   Re: [L4D2] Melee Weapons Grunts (Updated 04-04-2015)
Reply With Quote #17

good job I love fix
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Last edited by sos crazy89; 08-31-2015 at 17:45.
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soscrazy89
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Join Date: Nov 2015
Old 11-22-2015 , 09:42   Re: [L4D2] Melee Weapons Grunts (Updated 03-24-1015)
Reply With Quote #18

Quote:
Originally Posted by DeathChaos25 View Post
Done.

I don't know why this changed, I didn't add any includes, it only has sourcemod and sdktools as an include just like the previews version did and that one compiled, so I really don't know.
Hi I managed to collect
open notepad ++ scene processor.inc
line 125 (;)
return GetSceneFromActor (actor)! = INVALID_ENT_REFERENCE
return GetSceneFromActor (actor)! = INVALID_ENT_REFERENCE;
compile
This may work for L4D1 blow gun sound

Last edited by soscrazy89; 11-22-2015 at 09:50.
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Lux
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Join Date: Jan 2015
Location: Cat
Old 06-20-2016 , 04:51   Re: [L4D2] Melee Weapons Grunts (Updated 04-04-2015)
Reply With Quote #19

Hello, I have fixed the annoying sound spamm from being stumbled and trying to melee also optimised the plugin alot to use less cycles
Attached Files
File Type: sp Get Plugin or Get Source ([L4D2] Melee Weapon Grunts.sp - 354 views - 13.2 KB)
File Type: smx [L4D2] Melee Weapon Grunts.smx (7.8 KB, 908 views)
File Type: inc sceneprocessorMG.inc (9.1 KB, 332 views)
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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 06-23-2016 , 06:43   Re: [L4D2] Melee Weapons Grunts (Updated 04-04-2015)
Reply With Quote #20

Here is a remade version which removes the sound spam bug by hooking events related to special infected attacks.
Attached Files
File Type: sp Get Plugin or Get Source (melee_weapon_grunts-l4d2.sp - 234 views - 14.5 KB)
File Type: smx melee_weapon_grunts-l4d2.smx (9.3 KB, 263 views)
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