Left 4 Dead 2

Left 4 Dead 2

Gunshots attract infected
221 Comments
Geebanger0  [author] 5 Dec @ 9:32pm 
also, it'll only attract infected if youre not already in combat. You can kill a zombie with a pistol first and then youve got a brief moment to use your awp without attracting anything
o_-KILLJOY-_o 5 Dec @ 9:21pm 
thanks, I understand 2000 is a bit to much.
Geebanger0  [author] 5 Dec @ 8:04pm 
The game plays the music whenever a large number of infected are running at once. this will happen during hordes, but also when you fire a loud gun and lots of infected attack you. If youre getting swarmed youre probably moving slower through the map and not getting as far before the next horde spawns.
o_-KILLJOY-_o 5 Dec @ 7:57pm 
i feel like this triggers mobs events to spawn more regularly am i wrong? for example my AWP is set at 2000 if i shoot just outside the safe room on spawn i can trigger a mob event as the zombat music starts playing. Once the music dies down, next portion of the map I shoot a infected and all the infected in the area will run to me but another mob event will spawn along side them as the mob music starts playing. So going through the map with a AWP just seems to have more hordes.
Sassy 5 Dec @ 3:19pm 
Hello friend, could you please be so kind as to create a mod that attracts infected on voice lines? I think this would be hilarious, I keep trying to get the whisper voice line as Nick and he just ends up screaming "♥♥♥♥♥♥♥" at a crowd who aren't alerted yet, would be neat if they ran at him for that XD
Geebanger0  [author] 4 Dec @ 12:30pm 
i forgive you :BL3Thumbsup:
Mr Tomato 4 Dec @ 6:33am 
Oh my apologies
Geebanger0  [author] 2 Dec @ 10:34am 
read the description...
Mr Tomato 2 Dec @ 5:05am 
Any way to customize what weapons the infected react with specifically? Like something in the debug menu or something? like instead of just the silenced SMG they also don't react to the military sniper or something?
Gonzbt/Betel.Arg 24 Nov @ 2:40am 
SMG weapons do not work, the rest of the weapons do.
Marbag 9 Nov @ 12:13pm 
Back 4 Blood experience
Geebanger0  [author] 30 Oct @ 9:43pm 
epic pfp
fizzy 30 Oct @ 7:28pm 
hes wearing ear protectors brah
Geebanger0  [author] 20 Oct @ 12:52pm 
doesnt work like that
Ajiliffe 20 Oct @ 7:48am 
Make the worker infected (the ones with headphones) ignore this entirely (as an option, because, why not?)
Death&AllHisFriends 29 Sep @ 9:18am 
Hey idk if youre still in the mood for these QOL improvements, but if you are could you make it so that the pipebomb doesnt override the attention of commons when a survivor is biled or when a bile bomb hits something. Never made sense to me that they care more about a loud noise than the literal zombie juice?
Redeyes 7 Sep @ 5:13pm 
I know it isnt this mod causing it but I've been having an issue where the console is overlayed on the left side. it's just text but I cant not notice
ink 6 Sep @ 5:25am 
It might not be this mod itself and could be something else, idk
ink 6 Sep @ 5:25am 
So idk why, but my game crashes occasionally when this mod is enabled..sucks cuz I really love this mod
Noodlepikmin 26 Aug @ 6:34am 
Boomer has left the chat
Barktrap 15 Jul @ 11:59am 
So pipebombs don't attract the roadcrew uncommons, but gunshots do. Interesting piece of Valve logic.
Geebanger0  [author] 10 Jul @ 11:56pm 
I dont see how this mod would do that
Geebanger0  [author] 10 Jul @ 3:41am 
That's what they do in vanilla. If you want a more exaggerated version of that, you're wanting an entirely different mod
withextradip 10 Jul @ 12:19am 
I agree with SHiFT. I think the infected should react more slowly, or similar to how they react to spotting you normally in vanilla
FlashTap 8 Jul @ 12:45pm 
It's a great mod, my only problem is the fact that the bot's shots also attract the infected... so the infected always come towards us :/
SHiFT_DeL3TE 8 Jul @ 11:21am 
Could you make it where the infected do a brief stare before running at you, kinda like how they get angry when they see you up close.
Mr_IDK_guy39221 10 May @ 7:52pm 
now this is realistic
Kenneth 10 May @ 10:40am 
Reminds me of Dawn of the Dead 2004. It's really scary!!
kurochama 21 Apr @ 11:03pm 
@Geebanger0 , probably what he meant was something crazier, like: witch.TakeDamage(1, 2, player)
Geebanger0  [author] 21 Apr @ 10:51pm 
gunshots already attract the witch
Ammar Kun 21 Apr @ 9:42pm 
can make gunshots attract witch but only too close will triggered
Geebanger0  [author] 14 Apr @ 12:45am 
probably not. lets be honest, i wouldnt have thought of that as i was making this
fallfox 13 Apr @ 10:00am 
do the static miniguns also attract them?
Geebanger0  [author] 4 Apr @ 12:22am 
Considering you're the only person who's ever mentioned this on any of my mods (which reuse the same code to create EMS files), I'm guessing it's something else causing the problem
< blank > 3 Apr @ 5:32am 
This mod resets the EMS file settings of other script mods

It doesn't touch the files themselves, but when you apply this mod to your game,
the settings of other scripts will be reset.
Mateus 12 Feb @ 10:57am 
That would improve it so much, but ok then
Geebanger0  [author] 11 Feb @ 8:49pm 
its only meant to be simple
Mateus 11 Feb @ 10:10am 
Theres a bit of a problem when it comes to agrooing them, pretty much troughout all the campaign you get to fight them in very repetitive groups(usually 30) because the radius is always the same, id suggest you add a second radius wich only has a chance to agroo some, would make it more dynamic.
Geebanger0  [author] 27 Jan @ 8:50pm 
they already do that in game, its just not very noticable. I have another mod called amped up infected which makes them much more aggressive in that manner and they'll react more quickly to nearby survivors
Bitz 27 Jan @ 5:35pm 
A different version where they don't immediately aggro but rather play the animation of them spotting you, and then chasing you would be appreciated.
(^^^) Xeno 18 Jan @ 1:32am 
That's why I find this more even aggressive than the amped version the pipe n vomit doesn't work lol
Tuckered 6 Jan @ 11:54am 
FINALLY, ZOMBIES AREN'T DEAF:GDEasy:
Doc903 11 Dec, 2024 @ 7:31pm 
Yeah, kuro tried to talk me through it, but VScript, so far, makes me rack my brain.
kurochama 11 Dec, 2024 @ 7:23pm 
@Geebanger, in case if you want to try to make something like "Destroying Propane Tank/ Object Attracts Infected", you can try this event function:
function OnGameEvent_break_prop(event)
{
local player = GetPlayerFromUserID(event.userid);
local broken_ent = EntIndexToHScript(event.entindex);
if(NetProps.GetPropInt(player, "m_zombieClass") == 9)
{
if(NetProps.GetPropString(broken_ent, "m_ModelName").find("propane") != null)
{
ZSpawn( { type = 10, pos = player.GetOrigin() } );
}
}
}
That "ZSpawn" is to trigger mob/ incoming attack.. That "ZSpawn" can be changed to "RushVictim" if you want only common infected nearby to be attracted to the destroyed objects.
Doc903 11 Dec, 2024 @ 2:25pm 
If you can. I was hoping to just stick it to the "break_breakable" game_event, but I couldn't quite figure out the materials/models to target.
Geebanger0  [author] 11 Dec, 2024 @ 2:16pm 
I can try and make it if you want, might take me a while but I’ll give it a shot
Doc903 11 Dec, 2024 @ 1:12pm 
Unless you'd be willing to help walk me through the process of making it, lol.
Doc903 11 Dec, 2024 @ 1:11pm 
I did, but I was having trouble figuring out how to get the file to work.
Geebanger0  [author] 10 Dec, 2024 @ 11:43pm 
i swear someone left a comment here saying they were going to make exactly that...
Doc903 10 Dec, 2024 @ 11:39pm 
Would you be able to something to this effect, but where it is triggered when a player breaks an item in the environment like glass, or a crate? Potentially keeping it to a radius around the player similar to this one.