Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
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CTerrorMeleeWeapon - weapon_melee |
Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
Has anyone else noticed the stats bug with this API? I've done some testing last night and I saw a ridiculous amount of pipe bombs/molotovs/boomer biles used (about 400-900 and even 1k although I only threw like 5-13 of each overall) in the end credits.
I'm starting to wonder if this is somehow related to the "CUtlRBTree overflow!" crash since that one has to do something with excessive amount of entities being spawned simultaneously. |
Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
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Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
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Uploaded the change enjoy. |
Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
Can you tell me how to bring back the slot1's deploy speed to Normal? (secondary slot)
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Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
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Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
i tried to set wh_deploy_animation_speed "0", but with this changes i will have a little delay with melee weapon when i attack, it seems Melee's RateOfFire doesn't match with its DeployAnimation. Tried to disable this plugin and everything work fine, i pretty sure the problem not come from the Network Access
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Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
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As mentioned by the cvar it is only visual Quote:
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Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
it looks like I was confused between Deploy Duration and Animation Speed, sorry for bothering you. As you said, I mean Animation Speed
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Re: [L4D/L4D2]WeaponHandling_API(11/12/2019 - 1.0.3)
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Update 1.0.4. Added option to disable any correction to deploy animations. Added Gnome to the weapon hashmap and enum value. https://github.com/LuxLuma/Weapon_Ha...ca80361d5e131f |
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