[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.
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:
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 |
Re: [L4D & L4D2] Weapon Damage Mod
could you list all class names?
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Re: [L4D & L4D2] Weapon Damage Mod
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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. |
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. |
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. |
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:
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Re: [L4D & L4D2] Weapon Damage Mod
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Re: [L4D & L4D2] Weapon Damage Mod
Depends in which order the plugins were loaded - i highly suggest to disable the Unlocker Damage Bonus.
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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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