Fellas 0.1.19 has much better support for SI in cooperative. I've also got a clue about the crashes cooperative was experiencing and I believe (I'm not entirely sure but believe with a 90% certainty) L4DToolZ is to blame. The reason I believe this is because I've tried many times to do a 12vs12 in cooperative and it would almost always certainly crash
but I've had sv_maxplayers set to 9.
There was always less than 9 real players but the server would crash like clockwork. Until one game I lowered the cooperative vs from 12vs12 to 9vs9 (by chance really) and we finished the campaign. When I upped it to 12vs12 again it crashed. It crashed for the next couple games until I actually raised sv_maxplayers to above 12. The moment I did this, I went 5 full games 12vs12 in cooperative.
The last game (Dead Air) crashed but it crashed the moment that falling plane hit the ground on map 5. Up to that point it was a 4 SI vs 1 survivor, 12 vs 12 overall. If you would like to try this all out for yourself here's what I did.
- abm-mk -12 2 (-12 makes the survivors exactly size 12)
- use the abm menu (say !abm) to switch your mates to infected
- Every round your mates should spawn as SI ghost immediately
There are bugs and inconveniences though. Some of the inconveniences are, you will most likely not see ladders or have monster vision that can see in the dark. It can get really dark in places and you can find yourself stuck in others. Some of the bugs are you can either get stuck in spectator or spawn in a dummy (you can't attack and bots won't kill you). To solve all these cases which happen quite rarely but do happen, admins will have to reassign you back to team infected OR players on team infected can do "!takeover" to try and switch to another bot (must be alive).
Another bug is, no one may be assigned a tank by default (this happens quite often) but if one is available and you see it, you can do a !takeover and you should be able to actually ghost in as a tank.
Human survivors that are not admins can use !takeover to take over other survivors but cannot take over infected. If an admin pushes someone over to team infected, they'll then be able to take over other infected the same way it works for survivors.
This is all experimental but it all works quite better than I had expected. I wouldn't recommend 0.1.19 as stable (I have probably broken something somewhere) but it's as reliable as I could get it with all these features added.
If you give a try, let me know how it goes. Thanks!
Here are some cvars you might want to apply to server.cfg if you're putting humans on SI in coop.
Code:
sm_cvar director_always_allow_wanderers 1
sm_cvar director_intensity_relax_allow_wanderers_threshold 10.0
sm_cvar director_intensity_relax_allow_wanderers_threshold_expert 10.0
sm_cvar director_intensity_relax_allow_wanderers_threshold_hard 10.0
sm_cvar z_spawn_safety_range 200
sm_cvar tongue_miss_delay 3
sm_cvar tongue_hit_delay 15
sm_cvar tongue_dropping_to_ground_time 0.5
sm_cvar tongue_los_forgiveness_time 1.5
sm_cvar tongue_no_progress_choke_early_delay 1.0
sm_cvar z_pounce_stumble_radius 160
sm_cvar z_pounce_damage_interrupt 150
sm_cvar z_boomer_limit 32
sm_cvar z_charger_limit 32
sm_cvar z_hunter_limit 32
sm_cvar z_jockey_limit 32
sm_cvar z_minion_limit 32
sm_cvar z_smoker_limit 32
sm_cvar z_spitter_limit 32
sm_cvar z_max_stagger_duration 0.9
sm_cvar z_ghost_los_expected_progress 2000
sm_cvar tongue_choke_damage_amount 5
sm_cvar tongue_break_from_damage_amount 300
PS. With the cvars set as above a 12vs12 in cooperative feels like war.