[Snippet] TF2 Damage
Yet another snippet :) I know this has been posted before by naris, but it had all these unnecessary files and stocks, so I made a shorter one a while back (just in case I'd ever need it), and now I'm posting it here :P Enjoy.
Code:
|
Re: [Snippet] TF2 Damage
What about when players pick up med packs or use a resupply cabinet?
|
Re: [Snippet] TF2 Damage
And why should this be limited to TF2 only ? player_hurt and player_spawn are available in all games afaik.
|
Re: [Snippet] TF2 Damage
@bl4nk: good point... You can hook medipacks being picked up, but you can't hook the resupply cabinet being used, so I'm not sure how to do the latter (other than a continuous check). naris' code didn't do this either though did it?
@berni: It's not limited to TF2, the point is that TF2 doesn't send the damage done in the player_hurt event, like most other mods do. This stores their previous health so you can get the damage done. |
Re: [Snippet] TF2 Damage
You could hook the OnEndTouch output of func_regenerate. That might do it for you.
|
Re: [Snippet] TF2 Damage
According to http://developer.valvesoftware.com/wiki/Func_regenerate (and Hammer for that matter) func_regenerate only has the OnUser1-4 outputs, that's the problem :(
|
Re: [Snippet] TF2 Damage
I wouldn't trust the wiki pages too much. Looking at the datamaps, I see the following for func_regenerate:
Code:
- m_OnStartTouch (Save|Key|Output)(0 Bytes) - OnStartTouch |
Re: [Snippet] TF2 Damage
Nope, none of those outputs, nor OnPlayerTouch (which works fine for healthkits), fire for func_regenerate.
|
Re: [Snippet] TF2 Damage
That's odd. Valve confuses me sometimes with why they leave stuff like that in there if it doesn't actually do anything.
|
Re: [Snippet] TF2 Damage
In this case, I imagine that the func_regenerate at one time was classed as a Trigger entity, which all share the same OnStartTouch/EndTouch/etc outputs, but at some point for some reason was changed strictly to a normal function brush entity. The Valve wiki actually is right more often than not, and in either case you can load up Hammer and see what Outputs the entity can fire from there.
|
Re: [Snippet] TF2 Damage
Well, LDuke indirectly gave me the idea of hooking OnAnimationBegun on the resupply locker's model. This unfortunately doesn't send who touched the locker, so I'm forced to loop through all the clients and save their health. Not perfect, but it works. The new code is in the first post. I'm still interested though if anyone knows of a better way to do the lockers. LDuke is also looking for a way, and he needs to know who touched the locker.
|
Re: [Snippet] TF2 Damage
This wasn't working if the player was a medic (regen) or they were healed by a dispenser so I updated it.
PHP Code:
|
Re: [Snippet] TF2 Damage
Ouch, OnGameFrame :( That kind of defeats the whole purpose of hooking those events and outputs, you could just save their health every frame and be done. It would just be way more expensive.
|
Re: [Snippet] TF2 Damage
It would probably be faster to just get everyone's health in OnGameFrame than what I do now :|
|
Re: [Snippet] TF2 Damage
I do appreciate you trying to fix it though, just like I forgot about healthpacks and the lockers in the first version, I didn't think about the medic and dispenser either :/
|
Re: [Snippet] TF2 Damage
5 Attachment(s)
With the help of Fyren, I made a plugin that allows other plugins to get damage dealt by an attack.
|
Re: [Snippet] TF2 Damage
nvm, been said before... stupid me 0.o
|
| All times are GMT -4. The time now is 18:12. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.