View Single Post
Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 04-04-2015 , 02:30   Re: [TF2] Sniper Climb (v1.0, 4-3-2015)
Reply With Quote #4

You should unrestrict the damage ceiling. Some servers have health pools in the Xxxx.

You should add support for X team only, or flat out use the FF2/VSH get boss natives to prevent bosses from wallclimbing.

You could do it like taunt crits does. If the player's max health is greater than X, then obviously the must be a boss player.

check m_iMaxHealth < 600. That should do the trick.

Here is the unreleased change to SickleClimbWalls that'll be part of VSH some day.

PHP Code:
    new TRIndex TR_GetEntityIndex();
    
GetEdictClassname(TRIndexclassnamesizeof(classname));

    if (!((
StrStarts(classname"prop_") && classname[5] != 'p') || StrEqual(classname"worldspawn")))
    {
        return 
false;
    } 
You may as well change the SDKHooks takedamage to not read the stats off of the player's weapon: This causes bleed weapons to hit oneself when you climb walls; such as the tribalman's shiv.

PHP Code:
    SDKHooks_TakeDamage(clientclientclient15.0DMG_CLUB0); // GetPlayerWeaponSlot(client, TFWeaponSlot_Melee)

    
if (client != Hale)
    {
        
ClientCommand(client"playgamesound \"%s\"""player\\taunt_clip_spin.wav");
        
RequestFrame(Timer_NoAttackingEntIndexToEntRef(weapon));
    } 
Lastly, support for non-snipers. If m_hActiveWeapon == GetPlayerWeaponSlot(cilent, TFWeaponSlot_Melee). If iClass == etc
__________________

Last edited by Chdata; 04-04-2015 at 02:38.
Chdata is offline