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-   -   [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023] (https://forums.alliedmods.net/showthread.php?t=342301)

Earendil 03-28-2023 18:01

[L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
1 Attachment(s)
About:
I made a much more limited plugin and only for Left 4 Dead 2. You can still find it here. A lot of people requested more features, like cover all snipers, prevent infected staggering, etc. Now I made this one to replace the old one and implement all the requested features and some more that I wanted.
Description:
  • Covers both Left 4 Dead and Left 4 Dead 2, but I have only tested it on Left 4 Dead 2.
  • Allows all weapons to cause explosive shots.
  • Miniguns included.
  • Each weapon can have its own settings.
  • Bullets can cause explosions with a chance of success.
  • Explosions can stagger special infected, tanks or witches with a chance of success.
  • Included natives to call to enable/disable explosive shots on specific players.
  • By default only AWP and Scout have explosive shots enabled, you can enable other weapons.

Natives:
PHP Code:

bool L4D_ExplosiveShots_Set(int clientint mode)
int L4D_ExplosiveShots_Get(int client

ConVars:
Spoiler
Install:
  • Place l4d_explosiveshots.smx in your sourcemod/plugins folder.
  • Place l4d_explosiveshots.cfg in your sourcemod/data folder.
Changelog:
Spoiler

GitHub repository

Earendil 03-30-2023 06:07

Re: [L4D & L4D2] Explosive Shots (v1.0) [28-Mar-2023]
 
I completely forgot to add valid sounds for Left 4 Dead, now both games have explosion sounds and they are precached on plugin start or map start.

replay_84 03-30-2023 11:46

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
thanks. great plugin and idea. Probably to overpowered to just leave it on all the time. Maybe you want to add an on/off cvar in some future update.

Earendil 03-31-2023 06:07

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
Quote:

Originally Posted by replay_84 (Post 2801970)
thanks. great plugin and idea. Probably to overpowered to just leave it on all the time. Maybe you want to add an on/off cvar in some future update.

There are 2 cvars for that. One that enables/disables the whole plugin and the other that enables it only in some game modes.

replay_84 03-31-2023 18:35

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
Oh I missed that spoiler once again. Thank you!

Iizuka07 04-07-2023 09:08

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
It would be nice if you have the option to change the explosion effect. I'd like to change the explosive effect like the one from the explosive ammo which looks like normal explosive rounds. The explosive effect in here is just too big. Hopefully it gets implemented.

Ruthless1 04-10-2023 11:35

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
Q. Can this cause damage to players also?
Q. When you say "bullets can cause explosions with a chance of success", does that mean not all bullets in your weapon will shoot explosive ones?
Q. Is there a way of changing the % odds of getting explosive bullets? For example, set cvar to 40% chance of getting explosive bullets and so on. Being given random explosive bullets from time to time would be, in my opinion, better than either permanently on or off.

Earendil 04-12-2023 05:10

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
Quote:

Originally Posted by Ruthless1 (Post 2802488)
Q. Can this cause damage to players also?
Q. When you say "bullets can cause explosions with a chance of success", does that mean not all bullets in your weapon will shoot explosive ones?
Q. Is there a way of changing the % odds of getting explosive bullets? For example, set cvar to 40% chance of getting explosive bullets and so on. Being given random explosive bullets from time to time would be, in my opinion, better than either permanently on or off.

File data/l4d_explosiveshots.cfg:
Code:

        "weapon_pistol"
        {
            "dmg_zombies"  60.0    // Damage to zombies at the center of the explosion
            "dmg_humans"    1.80    // Damage to survivors at the center of explosion
            "radius"        0.0    // Distance (16 units = 1ft) where explosion stops dealing damage (if 0 is determined by dmg_zombies)
            "stun_special"  0.1    // Chance to stun, 1.0 = 100% of chance to stun
            "stun_witch"    0.07
            "stun_tank"    0.03
            "exp_chance"    0.5    // Chance that a shot of this weapon will cause an explosion (1.0 = 100% chance)
            "enabled"      0      // 0-> Explosive bullets disabled. 1-> Enabled
        }

A: Yes, dmg_humans controls the damage that humans will receive.
A: Yes, exp_chance controls the chance that a bullet will explode being 0 -> no chance, 1 all bullets will explode, 0.5 only 50% of bullets will explode, and so on.
A: Yes but not from inside this plugin, other plugins can call the native L4D_ExplosiveShots_Set(int client, int mode) to activate/deactivate explosive shots on clients and override the explosion chances.

Earendil 04-12-2023 16:21

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
Quote:

Originally Posted by Iizuka07 (Post 2802312)
It would be nice if you have the option to change the explosion effect. I'd like to change the explosive effect like the one from the explosive ammo which looks like normal explosive rounds. The explosive effect in here is just too big. Hopefully it gets implemented.

I will look into that.

beeflot 04-16-2023 20:23

Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
 
Report:
In L4D2,when disabled "stun_special", "stun_witch", "stun_tank", parameter set to 0 or 0.0, still can make stun effect,
tank throwing rock action suffer an explosion , action will not stop, and rock cant throw, wait action is over, get stun.


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