Rate of Fire Fix
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Description:
Some automatic weapons in the game have somewhat wrong rates of fire. This plugin fixes the RPM values for those weapons. Requires: FakeMeta HamSandWich Additional info: Tested in Counter-Strike 1.6 with amxmodx 1.8.2 (dev build hg21). Automatic weapons what I found of having wrong rate of fire are MAC-10, FAMAS, AK-47, M4A1, SG552, AUG, M249. Notes: RPM changes are (in rate of fire): * MAC-10: from 0.07 to 0.0524 * FAMAS: from 0.0825 to 0.0666 * AK-47: from 0.0955 to 0.1 * M4A1: from 0.0875 to 0.0857 * SG552: from 0.0825 (0.135 zoomed) to 0.0857 * AUG: from 0.0825 (0.135 zoomed) to 0.0825 * M249: from 0.1 to 0.075 It is recommended to also install Burst Rate of Fire Fix plugin with this one. Warnings: I found weapon RPMs using wikipedia, and I do not take responsibility if that information is wrong. However if you found a mistake, please feel free to notify me. I will fix the values, but don't forget to provide evidence for accurate RPMs if you do so. Change-Log: * 1.5 - Added: Brought back clicking sound when weapon is empty. - Changed: Plugin requires less CPU power. * 1.4 - Fixed: Delay between last bullet and reload. * 1.3 - Fixed: MAC-10 RPM from 1090 (9mm) to 1145 (.45ACP). - Fixed: M249 RPM from 850 to 800. * 1.2 - Fixed: Improved stability. * 1.1 - Fixed: Rate of clicking sound when cannot fire. * 1.0 - First release. |
Re: Rate of Fire Fix
What exactly means they are wrong?
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Re: Rate of Fire Fix
useless mod IMHO. I don't need THAT much realism in counter strike. Especially considering it takes 2 shots to the head from a .223 to kill someone. You shoot me once in the face....my ass is dead. regardless.
SUGGESTION: make all rates of fire editable. not just ones that are "wrong." that way admins can do what they want with RPM and even build off the plugin. |
Re: Rate of Fire Fix
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And now about realism. Yep, this plugin makes CS more realistic, but well... One of the thing it does is balances this weapons a little bit. And without speaking more of bla-bla-bla stuff... Main purpose of this plugin is to be a sub-plugin for my upcoming major "weapon balance" plugin (I will submit soon - still think there should be some more tests done). And by major I mean, that I really like the beta so far, and it's already complicated enough to be unreadable (like my other big projects), so it will be a good one... |
Re: Rate of Fire Fix
Hardcoded values, and there is another plugin able to do the same thing, but not hardcoded, i don't see how this can be approved, let's see what other approver(s?) gonna say.
Also the other plugin uses CurWeapon event, which makes it consuming less cpu because code is executed on targetted times. |
Re: Rate of Fire Fix
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About using less CPU... Shouldn't that plugin also provide an extra check of when bullet was fired or was that some other weapon event (holster, deploy, zoom, unzoom, switch, or whatever)? Meaning that that plugin would do more checks and therefor consume more resources by doing so? :) // EDIT: Oh, almost forgot the PHP Code:
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Re: Rate of Fire Fix
After a bit more research, it appears that hooking PrimaryAttack is ok for weapons you use in your plugin, may be for all riffle/smg/machinegun/snipers, problem would be with pistols, nades, and c4 i think.
So it's ok for this. Plugin should still allow custom settings and all weapons, IMO, let's see what other approvers gonna say. |
Re: Rate of Fire Fix
Updated to 1.1
Fixed: Rate of clicking sound when cannot fire. --- Earlier thought that clicking sound is as often as rate of fire (technically it should be), but to stick closer to other weapons, fixed rate of clicking sound to what it originally was. About custom settings and all weapons. Goal of this plugin as a stand-alone plugin to make rate of fire more realistic. If I'd add admin ability to change rate of fire, and support for other weapons - now that would be just copying that other plugin (though if I might, I do think that other plugin is somewhat unstable). But I don't think admins should be in charge of changing rate of fire as they wish whenever they wish to what they wish. Like I said, my idea for this one is only to make it more realistic (and believe it or no - it does balances stuff a little bit). Primary idea is for balance, but if realism can be a part of that, than why not? :) |
Re: Rate of Fire Fix
The plugin as it is, is ok. I understand the original purpose is different for both and why the values are hardcoded. There would be not a problem to be approved.
That's said, I second Connor about the suggestion, which it would be welcomed you replace the other plugin by allowing custom values and for all weapons. |
Re: Rate of Fire Fix
Thanks arkshine. :)
About Connor's suggestion... I understand where it's coming from, but I don't think admins should be allowed to have control over rates of fire to such an extent (may and most probably will be abused). Plus I'm not the kind of person who likes replacing plugins of others. :) |
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