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-   -   [L4D & L4D2] Weapon Damage Mod (https://forums.alliedmods.net/showthread.php?t=116668)

AtomicStryker 01-25-2010 08:03

[L4D & L4D2] Weapon Damage Mod
 
6 Attachment(s)
This Plugin allows setting a modifier float for any L4D / L4D2 Weapon Class.

It differs between 'any' victims and Tanks (because Valve decided to split damage calculations).


Damage Inflicted on Players, the Witch, and Common Infected will be changed by that value, within certain limits.



Ive added a convar to allow or disallow modifying melee damage on Commons, just because Valve does damage calculation different on them AGAIN.

For example: If you set melee damage multiplier to 0.5, Zombies will rather randomly die from one to five melee strikes.
While that does add to the game in a twisted fashion its disabled by default. :)


Values below 1.0 (100% damage) are allowed. Zero is allowed and works, with exceptions listed below.


  • A lethal blow remains a lethal blow no matter the setting, i cant stop the victim from dying
  • Multiplied damage can and will KILL the victim, Score is correctly counted for whoever is responsible


CVARS:

l4d_damage_enabled (default 1) - enable or disable
l4d_damage_melee_commons_enabled (default 0) - see above, do not enable unless youre sure of it


Admin Commands:


sm_damage_weaponmulti <class> <multiplier> - just use "!damage_weaponmult" in chat and it will display the weapon class of what you currently are armed with for you.

sm_damage_tank_weaponmulti <class> <multiplier> - just use "!damage_tank_weaponmulti" in chat and it will display the weapon class of what you currently are armed with for you.

sm_damage_reset - wipes all settings



The Settings are saved in a Plugin Trie, that means they're lost on Plugin End or Reload.


If you want permanent settings, put them in your server.cfg or sourcemod.cfg.




Now has the ability to differentiate between melee weapons. That also means you have to set a multiplier for every single one, if you want them all changed. Heres a list of the exact names youd need to mod their damage:

PHP Code:

baseball_bat
cricket_bat
crowbar
electric_guitar
fireaxe
frying_pan
katana
knife
machete
tonfa 

Changelog:

1.0.0 - Public Release
1.0.1 - split damage modding into 'Tank' and 'any', added melee distinguishment, added melee against CI control convar, readded CI damage modding
1.0.2 - fixed coding error, thanks Kringe
1.0.3 - small neardeath damage fix, thank dirka_dirka
1.0.4 - changed damage applying method, now scores damage correctly and can kill with bonus

StrawPedro 01-25-2010 09:31

Re: [L4D & L4D2] Weapon Damage Mod
 
could you list all class names?

AtomicStryker 01-25-2010 11:00

Re: [L4D & L4D2] Weapon Damage Mod
 
Quote:

Originally Posted by Post above yours
just use "!damage_weaponmult" in chat and it will display the weapon class of what you currently are armed with


SkaP 01-28-2010 20:19

Re: [L4D & L4D2] Weapon Damage Mod
 
I like this works great just a question though.

Would it be possible to change the individual damage of each melee weapon to reflect the kind of weapon they are? Like you said 300 damage for a frying pan is a lot but shouldn't an axe or guitar do more then a frying pan? As it stands now the weapons that swing the fastest and horizontally(machete, frying pan, katana) are the best weapons while the slower diagonally swinging weapons get no love(cricket bat, crowbar, guitar). It would be kind of sweet to give an advantage to the slower weapons.

AtomicStryker 01-30-2010 06:58

Re: [L4D & L4D2] Weapon Damage Mod
 
Technically possible: Yes. But i believe the weapons are 'balanced' internally by swing speed only.

The frying pan is fairly slow, a machete or nightsticks are very fast.

dirka_dirka 02-05-2010 17:09

Re: [L4D & L4D2] Weapon Damage Mod
 
with todays patch, the tank doesnt need a nerf, at least not the same nerf that every other pz class & witch needs.

could you adjust this plugin to account for the class against the weapons? would be nice to be able to not nerf the tank anymore, while nerfing witch damage 50%, and maybe si damage to 66%.

also, as requested above it would be nice if you could tweak it on a per weapon basis, not just a per-weaponclass. different melee weapons do different damage to friendlies, yet identical damage to pz's.

AtomicStryker 02-06-2010 06:43

Re: [L4D & L4D2] Weapon Damage Mod
 
Big hunk of Update.


If youre confused by how the new split system works, check out my servers settings:

PHP Code:

l4d_damage_weaponmulti weapon_smg_mp5 1.2
l4d_damage_tank_weaponmulti weapon_smg_mp5 1.2

l4d_damage_weaponmulti weapon_sniper_awp 2.0
l4d_damage_tank_weaponmulti weapon_sniper_awp 2.0

l4d_damage_weaponmulti weapon_sniper_scout 2.0
l4d_damage_tank_weaponmulti weapon_sniper_scout 2.0

l4d_damage_tank_weaponmulti weapon_grenade_launcher 0.6 


iNFiNiTeX 02-06-2010 10:39

Re: [L4D & L4D2] Weapon Damage Mod
 
Quote:

Originally Posted by AtomicStryker (Post 1080182)
l4d_damage_weaponmulti weapon_sniper_awp 2.0
l4d_damage_tank_weaponmulti weapon_sniper_awp 2.0

l4d_damage_weaponmulti weapon_sniper_scout 2.0
l4d_damage_tank_weaponmulti weapon_sniper_scout 2.0

Nice update. Do these cvars multiply the original damage or the damage after the weapon unlocker bonus damage is applied?

AtomicStryker 02-06-2010 11:38

Re: [L4D & L4D2] Weapon Damage Mod
 
Depends in which order the plugins were loaded - i highly suggest to disable the Unlocker Damage Bonus.

Mortiegama 02-11-2010 21:19

Re: [L4D & L4D2] Weapon Damage Mod
 
I was trying to implement this on my server but it keeps telling me that it can't find the CVARS that you've listed. Enabling is working fine but it can't find the "weaponmulti" when loading.


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