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Discussion: Action / Left 4 Dead - L4D Human Director Versus event? - Originally Posted by Avs I like the idea of resource spending, but I also think
  1. #16

    Transcendant's Avatar

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    Re: L4D Human Director Versus event?

    Quote Originally Posted by Avs View Post
    I like the idea of resource spending, but I also think that might be a big limitation on how fun it might be. The reason is a good team will probably find ways to beat a lot of infected, so there is no challenge if they all hole up somewhere. I think guidelines instead of strict rules will work, and only certain people who sign some agreement can be the director, and that we probably need a director training class so that we get some good games in.
    I like that idea a lot more than the "credit" RTS style idea. The AI Director is good at placing zombies. A human player is good at beating human players. Don't replace the AI, just enhance it with a brain; that's how you can get a challenge above expert without completely ripping apart the game to make a Zombie Master II.

    Just need to find a trusted individual, a team of ballsy pro's, and a private server with sv_cheats access.

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  3. #17
    jex
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    Re: L4D Human Director Versus event?

    I like the idea of leaving it up to the director to spawn zombies if the directors main philosophy is not to win but to provide great entertainment for the players (much like a Dungeon Master decides what monsters players will face in RPG's). It won't work for those that just want to see the players die.

    Another thing that would be great would be the ability to spawn ammo, health and bombs so if I plan on adding two Tanks into the fray, I can make sure there are molotovs around to help out the players.

    With the ability to place every object (even weapons, mini guns included), it could make for some really interesting gaming and some excellent FRAPs moments

    Oh and one last request - any chance of 8 player coop with the AI director beefed up to match?
    Jex.


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  5. #18

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    Re: L4D Human Director Versus event?

    Quote Originally Posted by jex View Post
    Oh and one last request - any chance of 8 player coop with the AI director beefed up to match?
    That would be epic.
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  7. #19

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    Re: L4D Human Director Versus event?

    Oh wow, imagine stumbling into a room full of witches :P
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  9. #20

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    Re: L4D Human Director Versus event?

    That seems fun, the human director would be in TS and ask how the difficulty is.




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  11. #21

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    Re: L4D Human Director Versus event?

    I do like the idea of the Director being particularly neutral. Not trying to make one side win or the other lose, that happens based off of their choice of individual tactics.

    I'm sure a mod team is hard at work on this, we'll probably have to wait till January to see something come to fruition.

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  13. #22

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    Re: L4D Human Director Versus event?

    We don't really need a mod to use server commands and spectator mode.

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  15. #23

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    Re: L4D Human Director Versus event?

    Quote Originally Posted by Transcendant View Post
    We don't really need a mod to use server commands and spectator mode.
    Ease of use/GUI can be helpful for evening the playing field. Not everyone is up to our proficiencies, and console tweaking is a scary prospect to many.

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  17. #24

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    Re: L4D Human Director Versus event?

    Quote Originally Posted by Zephyr View Post
    Ease of use/GUI can be helpful for evening the playing field. Not everyone is up to our proficiencies, and console tweaking is a scary prospect to many.

    -Zephyr
    Good point, but it's still entirely possible to try one of the events now using bound commands. Might take a month or more to get a GUI out. Patience is for chums

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  19. #25

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    Re: L4D Human Director Versus event?

    Quote Originally Posted by jex View Post
    I like the idea of leaving it up to the director to spawn zombies if the directors main philosophy is not to win but to provide great entertainment for the players (much like a Dungeon Master decides what monsters players will face in RPG's). It won't work for those that just want to see the players die.

    Another thing that would be great would be the ability to spawn ammo, health and bombs so if I plan on adding two Tanks into the fray, I can make sure there are molotovs around to help out the players.

    With the ability to place every object (even weapons, mini guns included), it could make for some really interesting gaming and some excellent FRAPs moments

    Oh and one last request - any chance of 8 player coop with the AI director beefed up to match?
    There were hacks in the demo to get more than 4 players for co-op. I don't know if it works in the full version though.
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  21. #26
    Avs
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    Re: L4D Human Director Versus event?

    Heres some more food for thought.

    Its possible to actually swap roles with the human team so that you guys play as infected vs expert human bots who hack and all that good stuff. Might be fun for one of those, nights where you reverse the role and see play "versus" against bots who pretty much do everything you do (except melee like crazy).

    Check out http://www.left4dead411.com/forums/i...m=8&topic=5607

    Here we have some custom server commands that radically change the way campaigns can be played (well not game changing but they are a breath of fresh air for expert players).

    First up is "My Left 4 Dead"
    I hated the dazed hordes that you are forced to slowly shoot through! I just wanted to fight something! This makes them spot you instantly and attack with only a few stragglers who ignore you. I made this for myself and it works perfectly.

    Next we have "Item Survival" that removes all items except upgraded weapons and ammo from the map and gives you a pump shotgun, 2nd pistol, medkit, pain pills, and molotov for each of your team members. You must survive best you can with only that equipment.

    In the more obvious challenges is "xtr" which spawns constant bosses...

    As you notice, I like my zombies to wander. I also appreciate a good horde or 10... or 50... or infinite! and that's what "xrt" does when it creates an infinite stream of normal infected!

    I have no idea what xtr or xrt mean, but "Lone Survivor" sounds much more obvious. This is basically item survivor with the survivor bots deleted and being pounced/tongued is removed. Now, hunters are more a threat from rushing with their melee attack. This also removes the HUD and gives you a nice third person view.

    This is the end now with "Comedy" that causes many hilarious things to happen. Only people with a sense of humor will truly have fun with this. Normal infected run VERY slow and are hilarious to watch as they desperately try to reach you XD

    One final note, I created a final .cfg called "extremism" that does this:

    exec xtr for bosses
    exec xrt for hordes
    exec suvi for item survival

    combining all 3 is truly extremism as it is the hardest difficulty I have found in Left 4 Dead.

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  23. #27


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    Re: L4D Human Director Versus event?

    Hi there, i made my own autoexec.cfg to bind "directors commands", for being the director of a game while playing with friends. It means 3 friends survivors, vs 1 human director, spawning all kind of zombies/bosses/items. Its damn funny, but the cfg is lack of a cvar.

    Im looking for a cvar, who makes ONLY the "director" be ignored by AI:
    In my .cfg, the director uses Noclip 1, and if he is close enought to spawned zombies/bosses, they will focus on him

    Otherwise, to allow the "director" to fly while in spectator mode:
    If director use Kill cvar at the start, that should be another option. I tried using sv_specnoclip 1, but it seems doesnt work, even with sv_cheats 1 enabled, spectator camera still fixed on players.

    So can anyone helpme in this??

    Here is my .cfg if anyone want to test it with friends/solo. ATM, as my question says, it lacks of a cvar for being fully enjoyable. (Instructions are in Spanish, but binds are relevant enought for you i think)


    // Modo truco/director:

    // G = Activa Modo director

    bind G "sv_cheats 1; noclip"





    // Control de Zombis:

    // L = Crear Horda
    // K = Crear Grupo de Zombis
    // I = Hordas Lentas (se debe crear una horda para que haga efecto)
    // U = Hordas Rápidas (se debe crear una horda para que haga efecto)
    // O = Hordas Ilimitadas (se debe crear una horda para que haga efecto)
    // P = Hordas Limitadas

    bind L "z_common_limit 250; z_mega_mob_size 150; director_force_panic_event;"
    bind K "z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; z_spawn; "
    bind I "z_speed 120; z_walk_speed 25"
    bind U "z_speed 250; z_walk_speed 80"
    bind O "director_panic_forever 1"
    bind P "director_panic_forever 0"




    // Control de Bosses

    // J = Crear Tank
    // H = Crear Witch
    // N = Crear Hunter
    // B = Crear Boomer
    // V = Crear Smoker

    bind J "z_spawn Tank"
    bind H "z_spawn Witch"
    bind N "z_spawn Hunter"
    bind B "z_spawn Boomer"
    bind V "z_spawn Smoker"




    // Ataque Repetido

    // Botón central del ratón = Ataque cuerpo/cuerpo rápido

    Alias "+rm" "alias cont1 part2;alias cont2 part1;part1"
    alias "part1" "slot1;wait 20;+attack2;wait 15;-attack2;cont1"
    alias "part2" "slot2;wait 30; +attack2; wait 15; -attack2;cont2"
    alias "-rm" "alias cont1 slot1;alias cont2 slot1"
    bind "mouse3" "+rm"





    // Armas/Útiles

    // F5 = Molotov
    // F6 = Bomba Casera
    // F7 = M16
    // F8 = Escopeta Automática
    // F9 = Rifle Francotirador
    // F10 = Botiquín
    // F11 = Píldoras
    // F12 = Bombona de Propano

    bind f5 "give molotov"
    bind f6 "give pipe_bomb"
    bind f7 "give rifle"
    bind f8 "give autoshotgun"
    bind f9 "give hunting_rifle"
    bind f10 "give first_aid_kit"
    bind f11 "give pain_pills"
    bind f12 "give propanetank"
    Last edited by fumoporro; 11-29-2008 at 04:50 PM.

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  25. #28


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    Re: L4D Human Director Versus event?

    ok, solved. I didnt noticed that free camera on spectator mode can be activated by Options ---> Multiplayer Menu, so director can doit by spectator mode.

    Im so stupid lol

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