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[L4D2] Special Infected Warnings Vocalize Fix (NO LONGER NEEDED)


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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 10-15-2014 , 15:56   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #71

Quote:
Originally Posted by DeathChaos25 View Post
Yes, it cycles through ALL survivors and based on the percentage chance, they vocalize.

The chance is calculated individually for every survivor, I haven't really noticed this oddity as I have it set to 75% chance myself.

It is also possible to just set the chance to 100% and the cooldowns to 0 seconds and every survivor should vocalize the warnings.

Also, did you update to the newest version?

The way the plugin works, is it forces a survivor to vocalize, and after such, the cooldown comes in.

However, the older versions didn't check if a survivor was vocalizing, meaning, if they were, the warning would fail to be vocalize, but the cooldown was still being applied.

In the latest version, the plugin first checks to see if a survivor is not already vocalizing to prevent this from happening
I use full version 1.4 and set vocalizing chance to 75%, but I still hear 2 survivors' warning at the same time. Would this fix at next update?
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DeathChaos25
Senior Member
Join Date: Jan 2014
Location: Puerto Rico
Old 10-15-2014 , 17:24   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #72

Quote:
Originally Posted by bazrael View Post
I use full version 1.4 and set vocalizing chance to 75%, but I still hear 2 survivors' warning at the same time. Would this fix at next update?
Sure, I'll look into it and see, although I already have an idea of why this is happening.
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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 01-08-2015 , 09:26   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #73

Quote:
Originally Posted by DeathChaos25 View Post
Sure, I'll look into it and see, although I already have an idea of why this is happening.
I suggest you can join a random "delay interval" before survivors hear and warning. There's a similar option in talker system. For example:
Code:
Response PlayerWarnHeardBoomerCoach
{
    scene "scenes/Coach/HeardBoomer01.vcd" predelay "2.8,4.2" //BOOMER!
}
...
Response PlayerWarnHeardBoomerGambler
{
    scene "scenes/Gambler/HeardBoomer01.vcd" predelay "2.8,4.2" //BOOMER!
}
Above codes are supposed content. They don't include in current talker files.
When plugin triggers these concepts, both Coach's and Nick's replies will randomly delay 2.8 seconds ~ 4.2 seconds before saying something. In case you can reference this idea and code it in plugin, trying to stop second survivor's warning, this issue can effectively avoid in coop game that many special infected spawn at identical moment.

Last edited by bazrael; 01-11-2015 at 13:07. Reason: To fix talker codes.
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Sev
Veteran Member
Join Date: May 2010
Old 03-08-2015 , 12:58   Re: [L4D2] Special Infected Warnings Vocalize Fix
Reply With Quote #74

Quote:
Originally Posted by DeathChaos25 View Post
Well, this is mostly because I only recently just started learning how to code.

I've been playing L4D since release, but on the Xbox 360.

The same was for L4D2 until about a year ago when I decided to buy it off of steam.

Then I started college about a year ago, started poking around with Sourcemod, and not too long ago started experimenting with SourcePawn, and the rest is history.

I actually coded a plugin to fix the MeleeSwing Sounds, but for some reason, the vcd files don't actually work, here's the code for it,
Spoiler


The plugin even implemented Ellis' lines where he comments after beheading a common, like, "Man, that zombie was too tall, I fixed 'im", alongside customizable cvars for the percentage chance of both the grunts and Ellis' comments, etc...

But since the vcd files don't actually work, well, we can't get anywhere.

I was poking around the offsets, and I found these particular 3 offsets,

Code:
CTerrorPlayer::OnSpeak(CBasePlayer *,char  const*,float)
CAI_ExpresserHost<CBasePlayer>::NoteSpeaking(float,float)
CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,char  const*,char *,unsigned int,IRecipientFilter *)
CAI_ExpresserHost<CBasePlayer>::Speak(CAI_Concept,AI_CriteriaSet *,char *,unsigned int,IRecipientFilter *)
CAI_ExpresserHost<CBasePlayer>::PostSpeakDispatchResponse(CAI_Concept,AI_Response *)
CTerrorPlayer::SpeakIfAllowed(CAI_Concept,SpeechPriorityType,char  const*,char *,unsigned int,IRecipientFilter *)
CBaseMultiplayerPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)
CBaseMultiplayerPlayer::CanSpeakVoiceCommand(void)
I'll get around to studying detours, and if I can learn how they work, I can probably get something out of these adresses, idk.
So me and Mr. Zero were talking about the melee grunts the other day and I remembered this plugin which I initially thought didn't work, but it actually does. You hear the fixed grunts in first person, but I think it doesn't filter out hearing the coach grunt in 3rd person, not too sure. Either way, it is fixed in first person so you don't hear coaches grunts as the other L4D2 survivors when using melee weapons.

It's a plugin made from the competitive L4D2 community. I figured you might want to have a look at it.

The other idea could be to implement some of the L4D1 survivor grunt/hurt sounds so they actually have grunts themselves when using the melee weapons. I know they don't have any actual grunt lines like the L4D2 survivors do, but you could just as easily use some of their player hurt sounds when they get hit by common infected.

This plugin appears to only trigger when killing SI as well, not common infected.

Have a look.

https://raw.githubusercontent.com/At...anipulation.sp

Last edited by Sev; 03-08-2015 at 13:02.
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Marcus101RR
Veteran Member
Join Date: Aug 2009
Location: Tampa, FL
Old 02-16-2016 , 00:38   Re: [L4D2] Special Infected Warnings Vocalize Fix (Updated 10-02-2014)
Reply With Quote #75

Code:
L 02/16/2016 - 00:14:25: SourceMod error session started
L 02/16/2016 - 00:14:25: Info (map "c8m1_apartment") (file "errors_20160216.log")
L 02/16/2016 - 00:14:25: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:14:29: Error log file session closed.
L 02/16/2016 - 00:14:29: SourceMod error session started
L 02/16/2016 - 00:14:29: Info (map "c8m1_apartment") (file "errors_20160216.log")
L 02/16/2016 - 00:14:29: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:22:37: Error log file session closed.
L 02/16/2016 - 00:22:37: SourceMod error session started
L 02/16/2016 - 00:22:37: Info (map "c8m2_subway") (file "errors_20160216.log")
L 02/16/2016 - 00:22:37: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:23:04: [SM] Native "PrintToChat" reported: Client 2 is not in game
L 02/16/2016 - 00:23:04: [SM] Displaying call stack trace for plugin "l4d2_upgradesreloaded.smx":
L 02/16/2016 - 00:23:04: [SM]   [0]  Line 2935, C:\Program Games\Steam\steamapps\common\left 4 dead\left4dead\addons\sourcemod\scripting\1.7.3 SourceMod\l4d2_upgradesreloaded.sp::event_HotMealCooldown()
L 02/16/2016 - 00:31:03: [SM] Native "PrintToChat" reported: Client 5 is not in game
L 02/16/2016 - 00:31:03: [SM] Displaying call stack trace for plugin "l4d2_upgradesreloaded.smx":
L 02/16/2016 - 00:31:03: [SM]   [0]  Line 2935, C:\Program Games\Steam\steamapps\common\left 4 dead\left4dead\addons\sourcemod\scripting\1.7.3 SourceMod\l4d2_upgradesreloaded.sp::event_HotMealCooldown()
L 02/16/2016 - 00:32:51: Error log file session closed.
L 02/16/2016 - 00:32:51: SourceMod error session started
L 02/16/2016 - 00:32:51: Info (map "c8m3_sewers") (file "errors_20160216.log")
L 02/16/2016 - 00:32:51: [SM] Unable to load plugin "l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
L 02/16/2016 - 00:33:20: [SM] Native "PrintToChat" reported: Client 10 is not in game
L 02/16/2016 - 00:33:20: [SM] Displaying call stack trace for plugin "l4d2_upgradesreloaded.smx":
L 02/16/2016 - 00:33:20: [SM]   [0]  Line 2935, C:\Program Games\Steam\steamapps\common\left 4 dead\left4dead\addons\sourcemod\scripting\1.7.3 SourceMod\l4d2_upgradesreloaded.sp::event_HotMealCooldown()
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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 04-25-2016 , 23:17   Re: [L4D2] Special Infected Warnings Vocalize Fix (Updated 10-02-2014)
Reply With Quote #76

Quote:
Originally Posted by Marcus101RR View Post
Code:
L 02/16/2016 - 00:14:25: SourceMod error session started
L 02/16/2016 - 00:14:25: Info (map "c8m1_apartment") (file "errors_20160216.log")
L 02/16/2016 - 00:14:25: [SM] Unable to load plugin
"l4d2_si_warnings_vocalize_fix.smx": Could not find required plugin "sceneprocessor"
Quote:
Originally Posted by DeathChaos25 View Post
This plugin requires Scene Processor to compile and Scene Processor.smx to function.
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L4Dε Modified Talker

Last edited by bazrael; 04-25-2016 at 23:19.
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Marcus101RR
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Location: Tampa, FL
Old 08-28-2016 , 22:17   Re: [L4D2] Special Infected Warnings Vocalize Fix (Updated 10-02-2014)
Reply With Quote #77

This plugin is still missing a ton of vocals, including jockey.
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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 11-02-2016 , 07:59   Re: [L4D2] Special Infected Warnings Vocalize Fix (Updated 10-02-2014)
Reply With Quote #78

Quote:
Originally Posted by Marcus101RR View Post
This plugin is still missing a ton of vocals, including jockey.
... Without plugin, survivors only said: "I heard Hunter/Jockey/Witch around". Plugin doesn't have to fix anything working already.
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a124900492
Junior Member
Join Date: Dec 2016
Old 01-09-2017 , 08:45   Re: [L4D2] Special Infected Warnings Vocalize Fix (Updated 10-02-2014)
Reply With Quote #79

If I want to ban the survivors Special Infected Warnings Vocalize

no Special Infected Warnings

vocalize_chance "1"

can did?
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bazrael
Senior Member
Join Date: Jan 2010
Location: Where Lucy became superw
Old 01-14-2017 , 05:19   Re: [L4D2] Special Infected Warnings Vocalize Fix (Updated 10-02-2014)
Reply With Quote #80

Quote:
Originally Posted by a124900492 View Post
If I want to ban the survivors Special Infected Warnings Vocalize

no Special Infected Warnings

vocalize_chance "1"

can did?
Vocalize Admin Commands seems to fit your demand more.
Quote:
Originally Posted by DeathChaos25
the lite one, works off of an edited Modified Talker if installed on the server
I accidentally fixed this plugin myself so release for everyone. Please note that this plugin requires Scene Processor to compile and Scene Processor.smx to function. Just download *.smx if you just want to use and remember to run with L4D Epsilon Modified Talker.

-EDIT-
(Version 1.6, fixed by Lux) Fixed an issue that would potentially warn about ghost infected in versus mode.
Attached Files
File Type: smx l4d2_si_warnings_vocalize_fix_1.5a (lite).smx (4.9 KB, 238 views)
File Type: sp Get Plugin or Get Source (l4d2_si_warnings_vocalize_fix_1.5a (lite).sp - 226 views - 4.6 KB)
File Type: smx l4d2_si_warnings_vocalize_fix_1.6 (lite).smx (5.0 KB, 421 views)
File Type: sp Get Plugin or Get Source (l4d2_si_warnings_vocalize_fix_1.6 (lite).sp - 382 views - 2.8 KB)
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Kill all the son of a bitches, that's my official instructions.
L4Dε Modified Talker

Last edited by bazrael; 12-06-2017 at 00:13. Reason: Offer updated plugin
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