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[L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)


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Erika Santos
Junior Member
Join Date: Aug 2022
Location: Praia Grande
Old 09-27-2022 , 12:19   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1471

Good afternoon!
is there any command to take the explosion off the tank when it is defeated?
lots of fire around...
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thewintersoldier97
Senior Member
Join Date: Aug 2021
Location: Vietnam
Old 09-28-2022 , 03:50   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1472

Quote:
Originally Posted by Erika Santos View Post
Good afternoon!
is there any command to take the explosion off the tank when it is defeated?
lots of fire around...
Look for the "... Death" in that tank Ability setting section and change value to 0.

For example "Bomber Tank":
Code:
"Bomb Ability"
		{
			"Bomb Death"				"0"
		}
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Last edited by thewintersoldier97; 09-28-2022 at 03:51.
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ozzil45
Junior Member
Join Date: Mar 2022
Old 10-05-2022 , 06:06   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1473

Why tank spawn spamming at finale? How do I configure it ?
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ddd123
Senior Member
Join Date: May 2021
Old 10-07-2022 , 20:16   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1474

Hi, i don't know if this is bug but when i use "Medic ability" with "Medic Buff Resistance" while the Tank itself "Run Speed" is set "0.1"
When special infected affect the Buff effect, their speed also decreased (Possibly the SI copy Tank's Run Speed?)
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 10-07-2022 , 20:21   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1475

Quote:
Originally Posted by ozzil45 View Post
Why tank spawn spamming at finale? How do I configure it ?
Not sure what you're talking about. You'll have to elaborate on what you're experiencing.

Quote:
Originally Posted by ddd123 View Post
Hi, i don't know if this is bug but when i use "Medic ability" with "Medic Buff Resistance" while the Tank itself "Run Speed" is set "0.1"
When special infected affect the Buff effect, their speed also decreased (Possibly the SI copy Tank's Run Speed?)
Do you mean the "Medic Buff Speed" setting? The "Medic Buff Resistance" setting refers to damage taken, not movement speed.
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ddd123
Senior Member
Join Date: May 2021
Old 10-07-2022 , 20:38   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1476

Quote:
Originally Posted by Psyk0tik View Post
Do you mean the "Medic Buff Speed" setting? The "Medic Buff Resistance" setting refers to damage taken, not movement speed.
Code:
		"Enhancements"
		{
			"Run Speed"				"0.1"
		}
		"Medic Ability"
		{
			"Human Ability"				"1"
			"Human Ammo"				"2"
			"Human Cooldown"			"120"
			"Ability Enabled"			"1"
			"Ability Message"			"0"
			"Medic Buff Resistance"			"0.3"
			"Medic Chance"				"100.0"
			"Medic Duration"			"3.0"
			"Medic Field"				"1"
			"Medic Field Color"			"0,0,255"
			"Medic Interval"			"1.0"
			"Medic Range"				"1000.0"
			"Medic Symbiosis"			"0"
		}
No, but this is what i'm using as Lazy Tank (Tank himself move very slow but give strong resistance buff on near special infected)

When the Special Infected affect the Buff, somehow their speed become very slow (and floaty)
This stop when i remove "Run Speed 0.1"
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 10-07-2022 , 20:44   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1477

Quote:
Originally Posted by ddd123 View Post
...

No, but this is what i'm using as Lazy Tank (Tank himself move very slow but give strong resistance buff on near special infected)

When the Special Infected affect the Buff, somehow their speed become very slow (and floaty)
This stop when i remove "Run Speed 0.1"
Alright, to answer your question: The Tank's run speed is used as the "baseline" for the SI's speed buff. I should probably change this logic but who knows. The reason the SI are being slowed is because the default value of "Medic Buff Speed" is 1.25 so the formula is base speed x multiplier (in your case it is 0.1 x 1.25).

To fix this issue, just set "Medic Buff Speed" to "0.0" to disable the speed buff.
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ddd123
Senior Member
Join Date: May 2021
Old 10-07-2022 , 20:49   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1478

Quote:
Originally Posted by Psyk0tik View Post
Alright, to answer your question: The Tank's run speed is used as the "baseline" for the SI's speed buff. I should probably change this logic but who knows. The reason the SI are being slowed is because the default value of "Medic Buff Speed" is 1.25 so the formula is base speed x multiplier (in your case it is 0.1 x 1.25).

To fix this issue, just set "Medic Buff Speed" to "0.0" to disable the speed buff.
Thank you very much for the help! Setting "Medic Buff Speed" to "0.0" solve the problem!
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Balloons
Member
Join Date: Feb 2020
Old 10-15-2022 , 03:23   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1479

Unsure if it is a bug or not, but in coop, if a player is black & white and heals another player, the healer's black & white status mysteriously removes itself. Uninstalled plugin and everything is normal. Could it have to do with the tank's heal reward?
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Psyk0tik
Veteran Member
Join Date: May 2012
Location: Homeless
Old 10-15-2022 , 15:55   Re: [L4D & L4D2] Mutant Tanks (v8.95, 8-25-2022)
Reply With Quote #1480

Quote:
Originally Posted by Balloons View Post
Unsure if it is a bug or not, but in coop, if a player is black & white and heals another player, the healer's black & white status mysteriously removes itself. Uninstalled plugin and everything is normal. Could it have to do with the tank's heal reward?
Well do you have the health or refill reward enabled?

There's a share feature that allows recipients to share with others if they already have the reward. Keep in mind that all the rewards and the share feature are disabled by default, so if you haven't enabled them and you are experiencing this scenario, then it's an issue I can look into.
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