Pounce Damage Uncap
This plugin recreates for l4d2 2 cvars available in l4d1. z_pounce_damage_range_max/min.
Maybe not the most accurate name, since this does nothing on its own relative to the cap on pounce damage.
- The minimum distance for a pounce to be given more than 1 damage.
- The distance at which a pounce is worth its maximum (1+z_hunter_max_pounce_bonus_damage)
Place the contents of the zip/tar in left4dead2/addons/
Hunter pounce damage is essentially calculated as follows:
float CalculatePounceDamage(float pounce_distance)
float min_dist = z_pounce_damage_range_min.GetFloat();
float max_dist = z_pounce_damage_range_max.GetFloat();
float max_damage = z_hunter_max_pounce_bonus_damage.GetFloat();
if(pounce_distance <= min_dist) return 1.0;
if(pounce_distance >= max_dist) return 1.0 + max_damage;
return 1.0 + (max_damage * (pounce_distance - min_dist) / (max_dist - min_dist));
Basically, this means that pounce damage scales linearly with z_pounce_damage_range_min/max as endpoints (min: 1 damage, max 1+z_hunter_max_pounce_bonus_damage).
However, in L4D2, there is no CVar control of the min_dist and max_dist. This plugin adds those two cvars.
The default values for these cvars are as follows:
: 300.0 (500 in l4d1)
: 1000.0 (same in l4d1)
So, if I pounce someone from 650 units away, I'll do 1 + (24 * 350 / 700) = 13 damage.
If I want to double the pounce damage limit, but keep the same scaling on l4d2, I'd set:
z_pounce_damage_range_min 300 // same start point
z_pounce_damage_range_max 1729.1666 // ((49 / 24) * 700) + 300
While you might not want to calculate these vars yourself, a plugin like this one
can now be adapted for L4D2.
- Either update a plugin or build in functionality for slope-locked max damage scaling.
- Gamedata perhaps
1.0 Initial release.
The program is GPL v3.