Boss Prohibition
There are multiple ways to prohibit or control the spawning of boss infected in Left 4 Dead 2, which include mission.txt and vscripts.
Mission.txt
"coop_boss_spawning" and "versus_boss_spawning" were introduced in The Sacrifice update. Known variables include:
Variable | Type | Range | Notes |
---|---|---|---|
spawn_pos_min | float | [0,1] | Percentage flow cleared by survivors? |
spawn_pos_max | float | [0,1] | |
tank_chance | float | [0,1] | |
witch_chance | float | [0,1] | |
witch_and_tank | int | 0/1 | |
allow_boss_mix | int | 0/1 | Confirm:Identical to witch_and_tank?
|
Please see List of L4D2 Missions Files (using browser text search) for full examples of their use.
Vscript
Vscripts can offer more flexibility in this case. The script file should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts sub-folder yourself). A basic script would include:
DirectorOptions <- { ProhibitBosses = true }
Also available is the director option DisallowThreatType = ZOMBIE_WITCH | ZOMBIE_TANK
(as seen in c8m1_apartment.nut).
Save the text file with the extension .nut in the vscripts folder.
In your map, place a logic_auto entity and add an output. Note that logic_auto is only used here as an example. The output should target the AI Director entity and make it fire the script by using the BeginScript
input. In the parameter field, you set the name of your script (the .nut extension is not needed but won't cause any issues). The script will end if the director is told to load another script or if triggered by an output to EndScript
.
See also
Intros
Documentations
- VSLib
- L4D2 Vscript Examples
- L4D2 Director Scripts
- L4D2 Script Functions
- Decrypted Mutation Vscripts
- Custom Finales Contains all original finale scripts as reference.
- Extended Mutation System
Miscelleanous