Re: [:3] TF2_CTFWeaponInfo
It's C++, not SourcePawn. You could use SDKHooks to change the weapon damage.
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Re: [:3] TF2_CTFWeaponInfo
how could i use sdkhooks?
I guess you're thinking of OnTakeDamage or OnTakeDamagepost, but they only provide a solution if the damage i want to do is within the limits the ctx's provide, thus rocketlauncher cant do more then about 120 damage, and stickys about 140. I can reduce the damage perfectly with sdkhooks, but if i tell it to do 400damage with any gun, it won't... (or am i missing something?) |
Re: [:3] TF2_CTFWeaponInfo
You should be able to go over the damage limitations, I'm not 100% in TF2 but it works in all other games. I don't see any reason why it would not work in TF2.
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Re: [:3] TF2_CTFWeaponInfo
ok, i tested it again with sdkhooks, and although my first results proved in my favor, not everything was as i remembered.
basically, if you shoot yourself, while in contact with the ground, it works. but if i'm in the air and shoot myself it doesn't... since there's a 40% damage reduction... which i should be able to fix... if i check wether the person is touching the ground and such...(do have to check if it also works this way on others though) thanks.. i think i'll be able to get it done now EDIT: actually, after some more testing, i was right, though my original question appears to not have anything to do with damage. you see, i wanted more knockback from explosions, which i figured would be calculated from damage done... which is true... uptill full damage, and then it somehow doesn't go higher, like setting tf_damageforce_self_soldier to 1.0 (no damagereduction) gives you the max boost, but anymore is not attainable by damage or by upping that cvar further (and/or some other cvars) ahwell since my problem probably hasn't got anything to do with this snippet anymore, i'll stop :P |
Re: [:3] TF2_CTFWeaponInfo
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Re: [:3] TF2_CTFWeaponInfo
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added them in Project Properties -> Linker -> Input -> Additional Dependencies and Project Properties -> VC++ Directories -> Library Directories Could you show me your VS link path configuration? Or do I need a special .lib file or so which doesnt exist by default? |
Re: [:3] TF2_CTFWeaponInfo
There are a couple of issues with this code and it's unlikely the detours will work from what Wazz said alone (when I say unlikely, I mean I haven't managed to make it work, even with asherkin's help).
I integrated the structures/classes into my code some time ago ... From VS2010 C++ -> Additional Includes Code:
..;..\sdk;..\..\..\public;..\..\..\public\extensions;..\..\..\public\sourcepawn;$(SOURCEMOD13)\public;$(HL2SDKOBVALVE);$(HL2SDKOBVALVE)\public;$(HL2SDKOBVALVE)\public\engine;$(HL2SDKOBVALVE)\public\game\server;$(HL2SDKOBVALVE)\public\tier0;$(HL2SDKOBVALVE)\public\tier1;$(MMSOURCE17)\core;$(MMSOURCE17)\public;$(MMSOURCE17)\core\sourcehook;%(AdditionalIncludeDirectories)Code:
$(HL2SDKOBVALVE)\lib\public\tier0.lib;$(HL2SDKOBVALVE)\lib\public\tier1.lib;%(AdditionalDependencies) |
Re: [:3] TF2_CTFWeaponInfo
Updated FileWeaponInfo_t for L4D2, along with L4D2's CCSWeaponInfo and CTerrorWeaponInfo...
Patch for FileWeapoInfo_t on hl2sdk-l4d2: https://bugs.alliedmods.net/show_bug.cgi?id=4744 CCSWeaponInfo + CTerrorWeaponInfo: PHP Code:
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