Super Destructive Grenades V2
4 Attachment(s)
Super Destructive Grenades This plugin sends weapons flying and knocks back players when a HE Grenade explodes in its vacinity. It also damages / destroys breakable entities including entities that are destroyed when the bomb goes off.Version 2.1.0 By hornet Description Last updated: May 31st, 2013 CVar:
-Damage HE Grenade inflicts on surrounding breakable entities
-HE Grenade explosion radius for surrounding entities
-0 to disable functionaliy, 1 to damage breakable entities, 2 to always destroy them including bomb targeted entities
-The power amount used to knock back surrounding players
-The power amount used to knock back surrounding weapon entities
Custom Modules Required Installation
Credits
Changelog: Quote:
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Re: HE Explosions Destroy Breakables
Cool!
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Re: HE Explosions Destroy Breakables
Good job.
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Re: HE Explosions Destroy Breakables
Awesome.
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Re: HE Explosions Destroy Breakables
Shouldn't you check if the breakable is meant to be broken ? For example, the crates on de_dust2 are breakable but they only break when C4 explodes due to a trigger, will your plugin break those ?
Still... doesn't HE already break stuff on explosion, like glass... ? |
Re: HE Explosions Destroy Breakables
Dunno if it only breaks on touch or also when explode.
I think there should be a better way that Think to detect explosion. |
Re: HE Explosions Destroy Breakables
To detect HE grenade explosion, there are not much ways :
Using Orpheu : - Hooking CGrenade::Detonate3() or CGrenade::Explode3() : The most efficient/reliable method. Without Orpheu : - Checking exploding time with pev_dmgtime by hooking "grenade" think. Method is acceptable, though forward will be called until the grenade dies, not cool. - Using grenade_throw forward, setting a set_task or next think of a dummy entity, to (pev_dmgtime - gametime) seconds. Not a good way, because we don't know if the grenade has really exploded. - Hooking TE_EXPLOSION (There is 2 messages) with register_event (SVC_TEMPENTITY). "1=3" "6=25" "7=30" "8=0". Not a good way since you need the grenade entity index and it could be thrown for another purpose. - Using grenade_throw forward, hooking FM_EmitSound, checking "weapons/debris1.wav" + "weapons/debris2.wav" + "weapons/debris3.wav" + checking the grenade is well a grenade and unregistering FM_EmitSound. Not bad. Of course, I would use Orpheu. :mrgreen: Without Orpheu, between, dmgtime and emitsound, I guess the latter would fairly good. |
Re: HE Explosions Destroy Breakables
If you keep fm_cs_get_grenade_type, put the c4 check back ;), and don't bother with the 3 nades types, once the c4 check passed, only check for HE ;)
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Re: HE Explosions Destroy Breakables
Normally the c4 check is not required since the offset is different.
Considering that and since m_usEvent is set when a grenade spawns only, it means that checking if it's a C4 before is not needed. Checking m_usEvent & 1 (or 1<<0) should be enough. |
Re: HE Explosions Destroy Breakables
Oh nvm, I just tested on de_prodigy, HE grenade doesn't break the glass on explosion, it just makes the glass damage sound but it doesn't actually damage it, it seems... that's disappointing =)
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