[L4D2]M60_GrenadeLauncher_patches[28/02/2023]
3 Attachment(s)
simple memory patch to Allow M60 and Grenade Launcher to function as any other weapon. Not dropping on empty and picking up ammo to refill
Thanks silvers & mastermind for testing. Thank xZk for 0 clip drop issue. Should avoid alot of conflicts. Code:
I don't think "!drop" plugins work that use SDKHooks_Drop function, looks to not fire my hook my guess is sourcemod ignore it, like SDKHooks_TakeDamage with a Damage hook, could likely solve this with using dhooks. Code:
Update: 1.0.9 m60 plugin PHP Code:
Repo Use to live here |
Re: [L4D2]M60_GrenadeLauncher_patches
Thanks for releasing, such opportunity looks very nice!
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Re: [L4D2]M60_GrenadeLauncher_patches
Is it still necessary to have a timer that checks the M60's ammo every frame even after the patches are applied? I'm talking about the counter bugging out when it's refilled.
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Re: [L4D2]M60_GrenadeLauncher_patches
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In anycase default ammo refill logic now applies to m60 unless there is a bug with ammo refilling with all guns then ill have to say no. Note: m_iClip Prop_Send is uint8, so max clip size that client can display is 255. |
Re: [L4D2]M60_GrenadeLauncher_patches
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Re: [L4D2]M60_GrenadeLauncher_patches
Amazing plugin, I wasn't able to find any flaws aside a certain situation the !drop plugin that I use.
Goes as this: Drop the secondary and every items but the primary empty M60, then drop the primary empty M60 turning into civilian mode where it would be impossible to pick up again. Otherwise, dropping the M60 empty from picking weapons would allow it to be picked up and using !drop as long as it had ammo it would not cause any problems. After all that scenario is really specific to occur, I doubt it needs to be fixed but could be looked into. |
Re: [L4D2]M60_GrenadeLauncher_patches
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Re: [L4D2]M60_GrenadeLauncher_patches
It would be good to add cvar's to activate or deactivate these functions:
1. 1 bullet without being able to fire so that you can select from your inventory the grenade launcher and the m60 so that it can be thrown to the ground with command !drop sm_cvar sm_bulletfrozen 1/0 2. rechargeable or non-rechargeable ammunition for that specific weapon sm_cvar sm_refillm60 1/0 sm_cvar sm_refillgl 1/0 |
Re: [L4D2]M60_GrenadeLauncher_patches
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The whole point of the plugins is to just make it function like any other weapon if you want something specific use Plugin/Gameplay Ideas and Requests |
Re: [L4D2]M60_GrenadeLauncher_patches
Can you fix the bug that once the M60's clip has been fully fired(reached to 0) and drop it/ changed to another weapon,we can't pick it up again:bee:
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