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Source 1 based games such as TF2 and Counter-Strike: Source
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[L4D] Not calling out but two Special Infected #1591

Closed BreakinBenny closed 10 years ago

BreakinBenny commented 10 years ago

Has anybody noticed back in L4D1, that only the Hunter and Witches are called out? For some reason, the Survivors never notify of hearing Smokers nor Boomers in the area considering I could clearly hear Louis calling a Boomer out in a GameTrailers video.

What oversight in the programming made all (including L4D2's) Survivors incapable of calling even the Charger or Spitter?

powerlord commented 10 years ago

I don't remember L4D1, but I've definitely heard L4D2's survivors calling out Charger or Spitter before.

BreakinBenny commented 10 years ago

@powerlord Same errors exist in the L4D2 ports of the original campaigns, but of course the original Survivors will never comment on hearing Jockeys. ..Besides, I never heard even Ellis mention he heard a spitting woman.

Did you hear any Survivor ever say "I hear a Smoker", for example? I never did myself, not counting listening to the raw audio files or using a console command to play soundscripts.

powerlord commented 10 years ago

I don't know if it's just certain survivors that shout about them or not.

I'm pretty sure I've heard Nick mention Jockeys, Rochelle mention Spitters, and Ellis mention Chargers. I don't know if they only apply to these characters in the final game or not.

Having said that, Rochelle also tends to comment on things like Jockeys riding players, Nick commenting on the Spitter's goo, etc...

BreakinBenny commented 10 years ago

Nope, I've never heard any of the lines heardboomer, heardsmoker, heardcharger or heardspitter in-game. On the Steam forums regarding Modified Talker, they suppose that not calling Boomers for example is due to a bug that hasn't been fixed for 5 years, as if "IsBoomerClass" is an unavailable criteria.

BreakinBenny commented 10 years ago

So, what do you make outta it? The Survivors are completely silent and don't ever mention "I hear a Spitter" to "I hear a Smoker", take this for example:

Response L4D1PlayerWarnHeardBoomerManager { scene "scenes/Manager/HeardBoomer01.vcd" //Watch your fire, I hear a Boomer. scene "scenes/Manager/HeardBoomer02.vcd" //I hear a Boomer. scene "scenes/Manager/HeardBoomer03.vcd" //Careful, there's a Boomer's around. scene "scenes/Manager/HeardBoomer04.vcd" //I hear a Boomer. scene "scenes/Manager/HeardBoomer05.vcd" //Careful, I hear a Boomer. scene "scenes/Manager/HeardBoomer06.vcd" //Watch it, I hear a Boomer. scene "scenes/Manager/HeardBoomer07.vcd" //Heads up, man, I hear a Boomer. scene "scenes/Manager/HeardBoomer08.vcd" //Ah, man, that sounds like a Boomer. scene "scenes/Manager/HeardBoomer09.vcd" //Look out, we got a Boomer around here. scene "scenes/Manager/HeardBoomer10.vcd" //I definitely hear a Boomer. scene "scenes/Manager/HeardBoomer11.vcd" //Watch your fire, I hear a Boomer. scene "scenes/Manager/HeardBoomer12.vcd" //Careful, there's a Boomer's around. scene "scenes/Manager/HeardBoomer13.vcd" //I hear a Boomer. scene "scenes/Manager/HeardBoomer14.vcd" //Careful, I hear a Boomer. scene "scenes/Manager/HeardBoomer15.vcd" //Watch it, I hear a Boomer. scene "scenes/Manager/HeardBoomer16.vcd" //Heads up, man, I hear a Boomer. scene "scenes/Manager/HeardBoomer17.vcd" //Ah, man, that sounds like a Boomer. scene "scenes/Manager/HeardBoomer18.vcd" //Look out, we got a Boomer around here. scene "scenes/Manager/HeardBoomer19.vcd" //I definitely hear a Boomer. } Rule L4D1PlayerWarnHeardBoomerManager { criteria ConceptPlayerWarnHearZombie IsBoomerClass IsNotCoughing IsManager IsNotWarnHeardBoomer NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkManager IsWorldTalkManager ApplyContext "WarnHeardBoomer :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1PlayerWarnHeardBoomerManager }

Response L4D1PlayerWarnHeardHunterManager { scene "scenes/Manager/HeardHunter01.vcd" //Watch your back, I hear a Hunter. scene "scenes/Manager/HeardHunter02.vcd" //Careful, I hear a Hunter. scene "scenes/Manager/HeardHunter03.vcd" //I hear a Hunter scene "scenes/Manager/HeardHunter04.vcd" //There's a Hunter out there. scene "scenes/Manager/HeardHunter05.vcd" //Careful now, there's a Hunter around here. scene "scenes/Manager/HeardHunter06.vcd" //Watch your back, I hear a Hunter. scene "scenes/Manager/HeardHunter07.vcd" //Careful, I hear a Hunter. scene "scenes/Manager/HeardHunter08.vcd" //I hear a Hunter scene "scenes/Manager/HeardHunter09.vcd" //There's a Hunter out there. scene "scenes/Manager/HeardHunter10.vcd" //Careful now, there's a hunter around here. } Rule L4D1PlayerWarnHeardHunterManager { criteria ConceptPlayerWarnHearZombie IsHunterClass IsNotCoughing IsManager IsNotWarnHeardHunter NotInCombat IsNotSaidSpecialWarn IsTalk IsTalkManager IsWorldTalkManager ApplyContext "WarnHeardHunter :1:300,SaidSpecialWarn:1:30" applycontexttoworld Response L4D1PlayerWarnHeardHunterManager }

..Yep, the only three infected who get "I hear a %zombie%" are the Witch, Hunter and Jockey.

BreakinBenny commented 10 years ago

So, what I figured out whilst playing, only the Hunter's and the Jockey's PlayerWarnHeardZombie concepts are spoken. But for some reason, and this happens even in the first L4D1, not a single survivor mentions hearing a Boomer (WarnZombie shouts do not count) for example. Nope, not even a word of "Charger's around". The Reponse Rules all look and are supposed to work fine, but I really have to question what is making Boomers, Smokers, Spitters and Chargers not having their WarnHeardZombie responses spoken. Francis did get two special, additional lines for hearing a Boomer or a Hunter, where he says the former sounded Canadian and the latter looked Canadian... I really am surprised things were broken since 2007 when Turtle Rock Studios made L4D in the first place, unless Hunters and Jockeys are more threatening than reverse-Smokers!