[DoD:S] Bleed
Once some guy requested a proper 'bleed' plugin with more function. I totally forgot about that, and remembered it in half an hour ago lol.
This plugin makes player bleeding after taking X damage for Y health every Z seconds. Fully compatible with realism physics (you just need to disable native bleeding from this plugin, that's all.) CONVARS:
Plugin generates config file (cfg/sourcemod/dod_bleed.cfg) Servers with this plugin Download plugin Browse source code |
Re: [DoD:S] Bleed
whoops! fixed serious bug (when attacker, which caused bleedings, disconnected)
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Re: [DoD:S] Bleed
You may want to correct "dod_bleed_health"'s description. I believe it is doing something else than its definition @ line 167. You should say it is conditional to dod_bleed_mode. Also saying "A [something]" makes me believe there are more "minimum player's health needed to start bleeding".
Also in your plugin, it seems that if I bleed from the head/chest, then from a small region (i.e. left leg), I would lose less health per tick... Code:
IsClientInGame(BleedInfo[i][attacker]) And cool thing you commented. Red |
Re: [DoD:S] Bleed
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So plugin is updated, fixed all of above, hopefully |
Re: [DoD:S] Bleed
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There are still 2 things I mentioned you did not correct... |
Re: [DoD:S] Bleed
I've fixed bleeding damage when player received a shot in chest and then in arm or w/e, also changed descriptionn, and timer stopping when attacker is disconnected.
About thing when attacker is disconnected and another connected - player still receiving a damage, but from another 'new' player - I have no idea how to fix that (tried to pass event userid rather than real userid, but it not helped) EDIT: fixed |
Re: [DoD:S] Bleed
new attackerID = (GetClientOfUserId(BleedInfo[i][attacker]) != 0) ? GetClientOfUserId(BleedInfo[i][attacker]) : 0;
You can simply do "new attackerID = GetClientOfUserId(BleedInfo[i][attacker]);" And you're still preventing someone from bleeding from a higher part. i.e. StartBleed ==> OTHER then the player receives a critical hit at the chest. In Event_Player_Damaged, the victim will be considered like "already bleeding". This means a player can "prevent" a higher blood-loss from a less higher one. i.e. Get hit in the leg --> Bleeding 2/sec ; Bleeding --> Get hit in the stomach --> still bleed 2/sec, rather than 3/sec. Red |
Re: [DoD:S] Bleed
Okay RedSword I've fixed this - now damage is increasing every time player get damaged while bleeding.
Thanks for feedback! :up: |
Re: [DoD:S] Bleed
Code:
if (GetClientHealth(i) > oldhp/bleedinghealth) But looks ok. Approved. Red |
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