L4D2 Melee Weapons Mod 2.2.1
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L4D2 Melee Weapons Mod
VIDEO: http://www.youtube.com/watch?v=22RMRGCHLZk http://www.youtube.com/watch?v=BVG3TMNlwYg Usage: This plugin make the melee weapons (except chainsaw) will breaks after a number of attacks (just like guns) In case , the melee weapons drop on the ground, the melee weapons can save how many times they have used For 2.2.1 the new one , you can use the strength of the melee weapon to escape from or kill special infected ,modify your melee weapon swing rate and Melee weapon fatigue. Also allowed ammo settings on different melee weapons Installation: For L4D2 Melee Weapons Mod 2.2 Put l4d2_meleemod2.2.smx in plugins folder and l4dl1d.txt(<-- by mi123645) in gamedata folder For L4D2 Melee Weapons Mod 1.2 Put sm_l4d2melee.smx in plugins folder COMMAND: There are one admin command added in 1.5 require ADMIN_KICK flag Code:
sm_setmelee <client name> <melee interval> This 3 commands added in version 1.6 Code:
sm_melee_upper <melee weapon name> <ammo> Usage of this 3 commands: sm_melee_upper & sm_melee_lower : set the ammo of a specific melee weapon. You need to type both command together to make it work, it will overide the cvars settings. sm_melee_reset : Reset all the ammo settings made by sm_melee_upper & sm_melee_lower This two commands sm_melee_upper & sm_melee_lower should put in server.cfg to make it load every map example: Code:
sm_melee_upper fireaxe 800 CVAR // 0 = close melee swing adjust 1 =global melee swing adjust 2 = only individual melee swing adjust // - // Default: "2" sm_l4d2meleemod_MA "2" // melee swing interval (only work with sm_l4d2meleemod_MA "1") // - // Default: "0.3" sm_l4d2meleemod_MA_interval "0.3" // Enable Melee Weapon ammo count // - // Default: "1" sm_l4d2meleemod_ammo_enable "1" // number of melee weapon ammo needed to escape from special infected(set higher than sm_l4d2meleemod_ammo_lower to disable) // - // Default: "100" sm_l4d2meleemod_ammo_escape "100" // After How many times of attack, the melee weapons breaks (lower limit) // - // Default: "150" sm_l4d2meleemod_ammo_lower "150" // After How many times of attack, the melee weapons breaks (upper limit) // - // Default: "250" sm_l4d2meleemod_ammo_upper "250" // Show After how many attacks the melee weapon breaks ( 0 = disable ,1 = display numbers ,2 = bar // - // Default: "2" sm_l4d2meleemod_notice "2" // after the melee weapon breaks , which secondary weapon will give out .(0: single pistol 1:double pistol 2:magnum 3:chainsaw // - // Default: "0" sm_l4d2meleemod_pistol "0" // Show a message when melee weapon nearly breaks // - // Default: "0" sm_l4d2meleemod_lownotice 0 // 0 = English , 1 = Traditional Chinese , 2= Simplified Chinese // - // Default: "0" sm_l4d2meleemod_language 0 // melee Fatigue enable(melee weapon) sm_l4d2meleemod_MA must be 1 or 2 // - // Default: "1" sm_l4d2meleemod_MF_enable 1 // melee Fatigue start after ? number of swings (melee weapon) // - // Default: "6" sm_l4d2meleemod_MF_count 6 // melee Fatigue time (melee weapon) // - // Default: "3.0" sm_l4d2meleemod_MF_time 3.0 // 0 = disable all 1 =allow escape infected 2 = allow kill infected 3=both allowed // - // Default: "2" sm_l4d2meleemod_infectedmode 2 // sm_l4d2meleemod_ammo_kill 150 // - // Default: "150" number of melee weapon ammo needed to kill special infected cvar config file for 2.0 in cfg/sourcemod/l4d2_meleemod.cfg, please remove the old one Download the SMX since the compiler without SDKHOOKS include Changelog: 2.2 fixed Melee Weapon Primary Attack Fatigue and Secondary Attack Fatigue reset after switching weapons hopefully this is the last update 2.1 87 views -fixed Melee Weapon Primary Attack Fatigue disappear after shove -added Melee Weapon Secondary Attack Fatigue -added hint text to show Melee Fatigue 2.0-1 added flags to cvar 2.0 72 views added kill special infected option added hint text added 2 cvars attack button to kill , attack2 button to escape code optimized (get rid of GetConVarInt) Gamedata fixed 2.2.1 attempt to fix melee fatigue issues 1.9.1 quick fix for death check and restore state 1.9 low melee strength notice added language cvar (3 language) added 3 CVAR to control Melee weapon fatigue original requested by LTR.2 in http://forums.alliedmods.net/showthread.php?t=127677 1.6 allow different settings on different melee weapons , users please redownload the gamedata file (l4dl1d.txt) 1.5 added 1 cvar and 1 admin command 1.4 added 2 cvar and support melee swing rate modify 1.3 added 1 cvar and 1 big feature 1.2a added reset code 1.2 added 1 cvar 1.1 delete sm_l4d2meleemod_ammo cvar add upper limit and lower limit cvar 1.0 1X views NOTE: sm_l4d2melee is a very old version and will not be supported l4d2_meleemod2.2.1 is the newest version Credits: Thx DJ_WEST for the instructor hint code thx mi123645 for the survivor escape code thx tPoncho for melee swing rate code thx AtomicStryker for Trie code |
Re: L4D2 Melee Weapons Mod
Nice idea. But when I did read the Melee Weapons Mod title, I thougth there also was a higher swing rate :/
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Re: L4D2 Melee Weapons Mod
Interesting :D
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Re: L4D2 Melee Weapons Mod
Quote:
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Re: L4D2 Melee Weapons Mod
Yep, very good idea.
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Re: L4D2 Melee Weapons Mod
I was thinking about this awhile back! Thanks!
Is it how many hits done to enemy, or is it how many times the player FIRE's the melee weapon? |
Re: L4D2 Melee Weapons Mod
how about when they use adrenalin it will make it break faster cause they are swinging it harder
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Re: L4D2 Melee Weapons Mod
Quote:
sm_l4d2meleemod_min_ammo 50 sm_l4d2meleemod_max_ammo 150 |
Re: L4D2 Melee Weapons Mod
Suggestion: you should add a hint text for notifying the weapons almost break (sometimes you know people will ignore the limit of weapon).
I need to translate the text into Tranditional Chinese. Can you add translation phrase?? |
Re: L4D2 Melee Weapons Mod
on9 1210 change l4d2 too much
l4d2 become PKS2 left 4 dead 2 ----> Plugins Kill special infected 2 1210 dont be on9 la |
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