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-   -   [TF2] tBuildingTakeCrits v0.0.1 (2011-05-21) (https://forums.alliedmods.net/showthread.php?t=157430)

Thrawn2 05-21-2011 07:50

[TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)
 
2 Attachment(s)
This plugin makes engineer buildings vulnerable to critical damage from random as well as charged kritz.
Requires SDKHooks.

Cvars:
Quote:

These control how much extra damage a building gets from critical hits (1.0 means default, 0.5 half, 2.0 double and so on)
  • sm_tbuildingtakecrits_modifier_sentry (default: 1.3, sentries get 30% extra damage)
  • sm_tbuildingtakecrits_modifier_teleporter (default: 1.5, teleporters get 50% extra damage)
  • sm_tbuildingtakecrits_modifier_dispenser (default: 1.5, dispensers get 50% extra damage)

Quote:

These are disabled unless the corresponding damage modifier is set greater than 1.0
  • sm_tbuildingtakecrits_showparticle (default: 1, by enabling this the attacker will see the crit particle.)
  • sm_tbuildingtakecrits_playsound (default: 1, play crit-hit sounds)

The config .cfg will be autogenerated. Change settings there.

Credits to:
Changelog:
0.0.1
- Initial Release

FlaminSarge 05-21-2011 15:51

Re: [TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)
 
Cool, so you detect if it's a DMG_ACID then bump the damage up a bit?

Oh, btw, I believe the SDKHooks include does #define DMG_CRIT DMG_ACID, so you can change it to that (maybe to avoid confusing new coders lookin at the code? idk)

Awesome, though, with the CRITICAL HIT! and everything.

Thrawn2 05-21-2011 16:05

Re: [TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)
 
Quote:

Originally Posted by FlaminSarge (Post 1473196)
Cool, so you detect if it's a DMG_ACID then bump the damage up a bit?

Yepp, that's basically what it does.

Quote:

Originally Posted by FlaminSarge (Post 1473196)
Oh, btw, I believe the SDKHooks include does #define DMG_CRIT DMG_ACID, so you can change it to that (maybe to avoid confusing new coders lookin at the code? idk)

Will do in the next release.


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