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-   -   Weapon Health (https://forums.alliedmods.net/showthread.php?t=103262)

joropito 09-10-2009 23:17

Weapon Health
 
2 Attachment(s)
Weapon Health Plugin

Description:
Weapons have health.
Players can damage weapons when they are dropped. Shooting them to become unusable.

If someone picks a damaged weapon, it will be have a malfunction problem like bad aim, jamming and posibility to explode!. He could drop the gun and pickup another one.

Cvars:
Quote:

wh_enable < 0 / 1 > // Enable/Disable plugin (default: 1)
Changes:
* v1.5
- Changed attack management
- Improved attack blocking
- Added per-weapon health/damage
- Added levels for damage (Normal, Malfunction, Bad aim, Unstable/Explosive, Broken)
- Added sparks!
- Added on/off cvar

* v1.1
- Method change to check damaged weapons (Thanks Exolent)
- Method change to catch linking weaponbox
- Improved damage amount storage
- Fixed array size (Thanks fezh)

* v1.0
- First release


TODO:
  • per-weapon type health (done)
  • per-bullet type damage (per-weapon done)
  • damage modes (jammed, explode, bad aim, broken) (done)
  • alternative models for broken weapons
  • bad aim for damaged weapons (done)
  • change clip for jammed weapons
  • random behavior for unstable weapons (done for bad aim & jammed & explode)
  • take damage when hits player weapons
  • cvar to select affected weapons
  • multilang
  • plugin control (on / off) (done)

Thanks to:
- Tutorials
- VEN Drop/Touch tutorial
- ot_207 Fakemeta/Ham tutorial
- L// member
- IneedHelp member

Alucard^ 09-11-2009 06:28

Re: Weapon Health
 
Yeah, u released the plugin, good job, good idea.

ot_207 09-11-2009 07:05

Re: Weapon Health
 
Quote:

TODO:
[1]per-weapon type health
[2]alternative models for broken weapons
[3]bad aim for damaged weapons
[4]change clip for jammed weapons
[5]take damage when hits player weapons
[1] that you need to do with this property.
EV_FL_health and EV_FL_takedamage
[2] That is hard, you need modelers for that, I think that it would be better to make some sounds.
[3] http://forums.alliedmods.net/showthread.php?p=787225
[4] Cstrike Module
[5] That is hard to do but not impossible.

Sn!ff3r 09-11-2009 12:17

Re: Weapon Health
 
For hooking keys you should use cmdstart.

joropito 09-11-2009 13:47

Re: Weapon Health
 
Quote:

Originally Posted by Sn!ff3r (Post 929802)
For hooking keys you should use cmdstart.

This is based on this tutorial.

http://forums.alliedmods.net/showthread.php?t=41265

As I know it's not possible to correctly catch +attack with CmdStart.
Please let me know if I'm wrong with that.

Exolent[jNr] 09-11-2009 13:49

Re: Weapon Health
 
I suggest Ham_Weapon_PrimaryAttack.

fezh 09-11-2009 14:22

Re: Weapon Health
 
Code:
new g_Jammed[MAX_PLAYERS];
Shouldn't be ?
Code:
new g_Jammed[MAX_PLAYERS+1];

joropito 09-11-2009 14:28

Re: Weapon Health
 
Quote:

Originally Posted by Exolent[jNr] (Post 929909)
I suggest Ham_Weapon_PrimaryAttack.

I will check how to make jam works with that.

Quote:

Originally Posted by fezh (Post 929960)
Code:
new g_Jammed[MAX_PLAYERS];
Shouldn't be ?
Code:
new g_Jammed[MAX_PLAYERS+1];

Yes! I will fix that. But may it will become unnecesary with Exolent suggestion.

joropito 09-12-2009 00:13

Re: Weapon Health
 
Quote:

Originally Posted by Exolent[jNr] (Post 929909)
I suggest Ham_Weapon_PrimaryAttack.

Done.

Quote:

Originally Posted by fezh (Post 929960)
Shouldn't be ?
Code:
new g_Jammed[MAX_PLAYERS+1];

Done.

Updated to v1.1

KadiR 09-12-2009 07:45

Re: Weapon Health
 
what about this jorop?

http://www.fpsbanana.com/skins/30421


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