Talk:Left 4 Dead 2/Scripting/Expanded Mutation System: Difference between revisions

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Super cool! Thanks for this awesome update! I want to be first in line for the Visual Studio extension haha. There are just a couple more things we need interfaced to create some amazing mods:
* Damage detection and modification (internally, a hook to CTerrorPlayer::OnTakeDamage())
* Ability to block game events and/or modify game event params
* Force player to animate in a certain fashion (something like CBaseCombatWeapon::SendViewModelAnim() or CBaseViewModel::SendViewModelMatchingSequence() for view models and the CBaseAnimating function for player animations)
* Get/set entity networked properties (e.g. m_fEffects, m_hOwnerEntity, etc) and datamap offsets
* Ability to send usermessages
* Ability to call AI functions (e.g. Action<SomeClass>::OnCommandApproach())
* Ability to dynamically change entity models
If we have those, we can mod practically anything! I started incorporating vehicles (a controllable boat actually), and it would really help if I had the above features for my map's scripts. I dream of virtual marketplaces in L4D2, a money system, direct AI behavior, etc. :) Anyway, how do I become an "official" beta tester for the EMS system?


- arao6

Revision as of 20:12, 11 March 2013