Left 4 Dead 2

Left 4 Dead 2

Better Melees
50 Comments
Pwnage Peanut  [author] 23 hours ago 
@SP-Calamitas

I don't think the mod has anything to do with that...
Pwnage Peanut  [author] 23 hours ago 
@Striker

Maybe they're using scripts as part of the melee?

Normally custom models and scripts never interfere with each other...
Striker 20 Jul @ 3:02am 
SP-Calamitas 14 Jul @ 10:16am 
not sure if this is caused by a conflict on my end but the pitchfork one shots witches
Pwnage Peanut  [author] 22 Jun @ 2:50pm 
@leva

By modifying the "damage_flags" value, 4 is for sharp melees, 128 is for blunt melees, however you can combine these 2 by adding them up, giving us 132.

You can even make them stumble specials, witches, and tanks by adding 64 to the total value as well, giving them the blast or stumble property. So if you would want a blunt, sharp, and stumbling melee you would have to set the value to 196.
leva 8 Jun @ 2:31am 
@Pwnage Peanut
how can u change melee properites from blunt to sharp?
Pwnage Peanut  [author] 6 Jun @ 7:33pm 
@Колоссальный вет

All melees have an increased range of 95, so yes.
@Pwnage Peanut
I have a question.
Using the two images at the beginning as an example, one says that melee weapons normally have a range of 70, and the second says that they have a range of 95.
Does that mean that if a zombie is within range of 95 (which is supposed to be a bit far from the survivor), can I kill it from a distance?
Because, of course, normally you can't kill a normal infected at a range of 95, and that would be a bit far, but with the mod that changes it from 70 to 95, that's supposed to be possible now, right? (Correct me if I'm wrong.)
Male_09 5 Jun @ 1:48pm 
nevermind
T626 5 Jun @ 5:01am 
@Pwnage Peanut Okay so, after running a trial and error test by doing a full playthrough of Dead Center with this mod of yours, https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2609387430&searchtext=shovel%2C+tonfa%2C+frying+pan+decaptitation , and only ten other mods, I've confirmed that they can work together without causing games crashes. I just need to find out which one out of me other thousands of mods is the real culprit fort causing the game to crash.
T626 3 Jun @ 6:51pm 
Damn. I had a feeling you were gonna say something like that, but I had to ask.
Pwnage Peanut  [author] 3 Jun @ 5:39pm 
@T626

You won't be able to since they change the same files.
T626 3 Jun @ 11:00am 
@Pwnage Peanut It conflicts with https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2609387430&searchtext=shovel%2C+tonfa%2C+frying+pan+decaptitation , for obvious reasons. I was wondering if I could still use these two together without any possible game crashes?
Nvm
Any chance for a version that doesnt tweak the hud?
Pwnage Peanut  [author] 10 May @ 9:17pm 
@ThruTheStorm

It probably has a weapon script enabling the hud icon, in that case you would have to go out of your way to remove the script and implement the hud icon manually.
ThruTheStorm 10 May @ 10:59am 
this conflicts with a sledgehammer icon changer for some reason?
Pwnage Peanut  [author] 5 May @ 12:19am 
@Skasimi

You will have to manually change the "damage" value of each individual melee to whatever it was in Vanilla.
Skasimi 4 May @ 11:13pm 
how do i remove the 'reduce friendlyfire' on this?
Pwnage Peanut  [author] 4 May @ 1:27pm 
@birdLover8968

No, melee damage is hard-coded to one shot Commons regardless of difficulty or health.
The same applies to non-Charger specials.

All melees deal 250 per swing to Witches and take 20 hits to kill a Tank.
birdLover8968 4 May @ 1:18pm 
Does it decrease the melee damage against infected?
Barktrap 4 May @ 6:48am 
Makes sense.
Pwnage Peanut  [author] 4 May @ 6:13am 
@Barktrap

Yeah, it's most noticeable on the Pitchfork, if I were to attempt to make reanimations the mod would be incompatible with custom Pitchfork mods, which is something I didn't want to happen.
Barktrap 4 May @ 5:48am 
The animations being the same (especially the pitchfork) genuinely tricked me into thinking the mod didn't work
Pwnage Peanut  [author] 3 May @ 10:42pm 
@S E X Y

Unfortunately that's not possible without massively increasing the delay between the swing and the actual hitrays.
S E X Y 3 May @ 10:37pm 
Would be nice to have a version of this but just with more extra rays
Pwnage Peanut  [author] 3 May @ 10:32pm 
@Snek

Eh, seems pointless.
Pwnage Peanut  [author] 3 May @ 10:25pm 
@Apollyon

The increased range is part of the improvement, otherwise lag and server tick rate can betray you more often.
EvilParadise 3 May @ 8:48am 
Mejoraste las armas melees, ya no se siente que dé golpes fantasma desde que lo instale, muchas gracias por tu trabajo y por mejorar el juego, mereces más reconocimiento.
FrenchFry 3 May @ 5:33am 
i love you
Apollyon 3 May @ 4:33am 
would be cool if there was a version without the increased range *wink* *wink*
ramikami 3 May @ 1:08am 
ok thx for the response
Pwnage Peanut  [author] 3 May @ 1:07am 
@ramikami

It causes too many problems to include it here, but stat wise it should be equal to the Nightstick.
ramikami 3 May @ 12:50am 
what about the shield weapon?
Skip Wiley 2 May @ 9:15pm 
Melee weapons have been a bit off ever since the TLS update, I trust this will help them feel as good as they used to be.
Cody | MusicLockerStudio 2 May @ 6:40pm 
can you make the swinging faster if possible
ThruTheStorm 2 May @ 12:44pm 
gladly this isn't cheating since the weapons did really need some fixed. now the pitch fork isn't completely butt!
Mr_Egg 2 May @ 4:46am 
Bro really buffed the melee's nice
T626 2 May @ 4:04am 
@Pwnage Peanut Ah I see. Thanks foe tellin' me mate.
Pwnage Peanut  [author] 1 May @ 8:31pm 
@T626

Well, it's TECHNICALLY possible, but since Vanilla melee weapons already one shot commons and all non-Charger Specials, there would be no point unless you want to have them to take multiple hits to kill a common.

I believe it is possible to modify individual ranges, but unfortunately it is a SourceMod plugin [forums.alliedmods.net] so someone would have to go out of their way to port it over to VScript.
Lightymoon 1 May @ 6:49pm 
dats fire :at_fireball:
Skully Graves 30 Apr @ 9:17am 
This made it better.
T626 30 Apr @ 8:12am 
Is there a way to increase all of their damage outputs, along with their respective better ranges? I just wanted to ask.
ramikami 29 Apr @ 10:54pm 
finally now every melee is good and i could use the pitchfork and baseball bat
Pwnage Peanut  [author] 29 Apr @ 9:58am 
@uronga

Because it's very long and heavy so it should have blunt damage as well.
uronga 28 Apr @ 5:49pm 
Is there a reason why you made the pitchfork a blunt weapon?
Emil2001 28 Apr @ 9:13am 
Hope we get better mounted guns soon.
̶D̶ ̶L̶v̶.̶1̶ 28 Apr @ 6:54am 
Very good👍

According to the official setting,
The shovel is still a usable weapon,
but the pitchfork really makes no sense.
APPLE GAMER 28 Apr @ 5:18am 
Good
Snek 28 Apr @ 4:41am 
begging for a version without the friendly fire change because this looks otherwise perfect