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


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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 03-29-2024 , 16:26   Re: [L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)
Reply With Quote #1751

Quote:
Originally Posted by xcd222 View Post
Thanks for the update man. The addition of the acid, bomb and fire damage is a good feature, but is it possible to return the damage version of this pre-patch? Instead of following the values indicated on the mutant_tanks.cfg, I wanted it to follow the normal damage by default from left 4 dead 2. I do not like the idea the damage of the acid and the fire is fixed despite the duration the survivor is in it. Its supposed to add more damage the longer they stand in it but your recent update kinda removed that.
Yeah no problem. Try “0.0” or “-1.0” to disable the settings.
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xcd222
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Join Date: Mar 2022
Old 03-29-2024 , 19:47   Re: [L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)
Reply With Quote #1752

Quote:
Originally Posted by Psyk0tik View Post
Yeah no problem. Try “0.0” or “-1.0” to disable the settings.
Ohh easy resolution. Thanks for that!
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Jerry_21
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Join Date: Jun 2017
Old 04-05-2024 , 22:53   Re: [L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)
Reply With Quote #1753

I get this warning
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xcd222
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Join Date: Mar 2022
Old 04-07-2024 , 09:07   Re: [L4D & L4D2] Mutant Tanks (v9.1, 3-20-2024)
Reply With Quote #1754

Alright now time to share some bugs to report.

Boss Limit feature doesn't work. For example the boss tank which you have (I think is 118 ) would spawn one and I try to manually spawn one more tank but it doesn't spawn another boss. However if the boss tank changes form to steel overlord (tank 119) and I would try to spawn a tank manually, it would spawn the tank 118 again.

Here is my specific convar for the "Boss feature"

PHP Code:
"Boss"
        
{
            
"Boss Effects"                "4"
            "Boss Health Stages"            "3750,2500,1250"
            "Boss Limit"                "1"
            "Boss Stages"                "3"
            "Boss Types"                "118,119,120"
        

Next feature I find (I don't know if this is intentional or missed)is that normal tanks its completely unaffected with your new mutant tanks. Back then a tank 0 would still follow the convars created by your mutant tanks but for some reason if I spawn a tank 0, it would spawn a normal tank but doesn't follow the features, doesn't display any health bar even f its enabled and doesn't follow the custom configuration at all. I have to create a new tank that is completely normal to compensate for this.

Lastly I would like to make a some kind of recommendation. If you could make a tank spawn priority feature. Let me make a concrete example.

PHP Code:
"Waves"
        
{
            
"Limit Extras"                "On"
            "Extras Delay"                "Default"
            "Regular Amount"            "Min"
            "Regular Delay"                "10.0"
            "Regular Interval"            "300.0"
            "Regular Limit"                "99999"
            "Regular Type"                "1-87"
            "Regular Wave"                "False"
            "Finale Amount"                "Min"
            "Finale Mode"                "1"
            "Finale Types"                "1-87,1-136,1-117,129-129,129-129,129-129,129-129,129-129,129-129,129-129,129-129"
            "Finale Waves"                "0,0,0,0,0,0,0,0,0,0,0"
        

With this settings, what I kinda want to achieve for the finale first wave is that the director should always first spawn a tank 136 and for the next wave would prioritize tank 117. The reason im asking this is if by any chance a custom campaign would spawn other tanks, I want those tanks would be the mutant tanks as well. If I restrict it too 136-136 and 117-117 if another tank would spawn it would only spawn a normal tank 0. That would be all. Overall this is the greatest version of your mutant tanks yet. Keep it up!
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