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The Official L4D2 Campaigns commonly give you the option to skip any dialogue before the finale and just go straight to the action, which unfortunely doesn't happen for L4D1 Campaigns...
Swamp Fever for example uses a radio like most L4D1 Campaigns but you are allowed to skip the dialogue 5 seconds after interacting with the radio. Those dialogues are part of the story but if you have hundreds or thousands of hours in this game or after a lot of retries because of failed attempts those dialogues can start to become bothersome and repetitive... Allowing the player to choose whether or not they want to hear those dialogues could be great!
Some examples:
•Swamp Fever radio has a 5 seconds delay before the dialogue can be skipped, a understandable delay to make sure that players don't skip the dialogue since both buttons are in the exact same place(the radio).
•The Parish has a 2 second delay but the dialogue and the finale starter are separate, the radio and the switch, which by itself mitigates the risk of accidental skips! That shorter delay for separate buttons is like Dead Air for example.
What needs to be done?
For No Mercy change "OnPressed" "radio Enable 15 -1" in the radio_button to "OnPressed" "radio Enable 5 -1"
For Death Toll "OnPressed" "relay_radio_triggerbutton2 Trigger 12 1" in radio_button to "OnPressed" "relay_radio_triggerbutton2 Trigger 5 1"
For Dead Air "OnPressed" "radio Enable 8 -1" in radio_fake_button to "OnPressed" "radio Enable 2 -1"
And Blood Harvest the 8 and 8.1 in the following lines in radio_button to 5 and 5.1 "OnPressed" "radio_model Kill 8 -1" "OnPressed" "radio_template ForceSpawn 8 -1" "OnPressed" "radio Enable 8 -1" "OnPressed" "radio_game_event GenerateGameEvent 8.1 -1"
The text was updated successfully, but these errors were encountered:
Suggestion
The Official L4D2 Campaigns commonly give you the option to skip any dialogue before the finale and just go straight to the action, which unfortunely doesn't happen for L4D1 Campaigns...
Swamp Fever for example uses a radio like most L4D1 Campaigns but you are allowed to skip the dialogue 5 seconds after interacting with the radio. Those dialogues are part of the story but if you have hundreds or thousands of hours in this game or after a lot of retries because of failed attempts those dialogues can start to become bothersome and repetitive... Allowing the player to choose whether or not they want to hear those dialogues could be great!
Some examples:
•Swamp Fever radio has a 5 seconds delay before the dialogue can be skipped, a understandable delay to make sure that players don't skip the dialogue since both buttons are in the exact same place(the radio).
•The Parish has a 2 second delay but the dialogue and the finale starter are separate, the radio and the switch, which by itself mitigates the risk of accidental skips! That shorter delay for separate buttons is like Dead Air for example.
What needs to be done?
For No Mercy change
"OnPressed" "radio Enable 15 -1"
in theradio_button
to"OnPressed" "radio Enable 5 -1"
For Death Toll
"OnPressed" "relay_radio_triggerbutton2 Trigger 12 1"
inradio_button
to"OnPressed" "relay_radio_triggerbutton2 Trigger 5 1"
For Dead Air
"OnPressed" "radio Enable 8 -1"
inradio_fake_button
to"OnPressed" "radio Enable 2 -1"
And Blood Harvest the 8 and 8.1 in the following lines in radio_button to 5 and 5.1
"OnPressed" "radio_model Kill 8 -1"
"OnPressed" "radio_template ForceSpawn 8 -1"
"OnPressed" "radio Enable 8 -1"
"OnPressed" "radio_game_event GenerateGameEvent 8.1 -1"
The text was updated successfully, but these errors were encountered: