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Posts Made By:
Kringe
Forum:
Plugins
11-02-2011, 22:13
Replies:
392
[L4D2] Gun Control
Views:
310,237
Posted By
Kringe
Re: [L4D2] Gun Control
ah, so the only fix would be to add bullets to the reserve according to the size of the multiplier?
I suppose that doesn't seem too terrifying, since you already have most of the code for that...
Forum:
Plugins
10-29-2011, 13:43
Replies:
392
[L4D2] Gun Control
Views:
310,237
Posted By
Kringe
Re: [L4D2] Gun Control
Could've sworn this was a fixed issue before (but read through the posts and couldn't find it), and not sure if valve has changed anything as they are wont to do...
Users on my server have been...
Forum:
Plugin/Gameplay Ideas and Requests
05-08-2010, 01:50
Replies:
33
[l4d2] Increase weapon clip size?
Views:
22,719
Posted By
Kringe
Re: [l4d2] Increase weapon clip size?
So, if I'm not mistaken, you would have to define the original ammo count, and use a convar for the new ammo amount, and subtract the difference (or add if negative) from the Reserve?
I use...
Forum:
Plugin/Gameplay Ideas and Requests
05-02-2010, 19:57
Replies:
33
[l4d2] Increase weapon clip size?
Views:
22,719
Posted By
Kringe
Re: [l4d2] Increase weapon clip size?
Just running a little test for my own curiosity, but managed to get the pistol to reload to a size thirty clip by hooking onto the Weapon_Reload event.
It DOES noticeably change it, but then the...
Forum:
Plugins
05-02-2010, 16:20
Replies:
392
[L4D2] Gun Control
Views:
310,237
Posted By
Kringe
Re: [L4D2] Gun Control
:cry: not what I wanted to hear. Oh well. I've read all the requests in the request forum, and nobody seems to want to figure that one out.
I too am using the code from the chainsaw...
Forum:
Plugins
05-02-2010, 08:32
Replies:
45
[L4D2] HardCore Mode
Views:
61,373
Posted By
Kringe
Re: [L4D2] HardCore Mode
Worked out a quick fix for now, I think.
http://forums.alliedmods.net/showpost.php?p=1167697&postcount=34
My mutilating of the code is far from professional, but seems to work, which satisfies...
Forum:
Plugins
05-02-2010, 08:23
Replies:
51
[L4D2] Black and White on Defib v1.0
Views:
51,136
Posted By
Kringe
Re: [L4D2] Black and White on Defib v1.0
Thanks guys!
Was fighting this same problem in another plugin, and was able to work out a solution (i think, bug tests to begin...) after reading about the no-witch-hunt plugin. I'm very...
Forum:
Plugins
05-02-2010, 06:03
Replies:
45
[L4D2] HardCore Mode
Views:
61,373
Posted By
Kringe
Re: [L4D2] HardCore Mode
Hey Jack! Love the plugin!
Was using it before with great success, but since the most recent L4D2 patch, I had to start over with all my plugins. Noticed that the Black and White feature is no...
Forum:
Plugins
05-01-2010, 04:08
Replies:
392
[L4D2] Gun Control
Views:
310,237
Posted By
Kringe
Re: [L4D2] Gun Control
Another of your Mods that I use, it seems... Again, you always do such good work.
Is it currently in your plan (or could it be...?) to eventually allow modification of clip size on the primary...
Forum:
Plugins
02-20-2010, 01:04
Replies:
86
[L4D & L4D2] Weapon Damage Mod
Views:
117,079
Posted By
Kringe
Re: [L4D & L4D2] Weapon Damage Mod
Curses!! And they leave invisible walls all over their maps, too!! *sigh*
I don't think it's actually halving... If I'm correct, it just is dropping the modifier from the calculations any time...
Forum:
Plugins
02-18-2010, 21:42
Replies:
86
[L4D & L4D2] Weapon Damage Mod
Views:
117,079
Posted By
Kringe
Re: [L4D & L4D2] Weapon Damage Mod
Curious if you are able to help with something.
I'm not sure if the Minigun uses another damage class to determine it's damage to common infected, but it seems to behave as if it's using a...
Forum:
Plugins
02-13-2010, 18:10
Replies:
86
[L4D & L4D2] Weapon Damage Mod
Views:
117,079
Posted By
Kringe
Re: [L4D & L4D2] Weapon Damage Mod
First off, Use a lot of your scripts, you do good work. :mrgreen:
Located a problem with the Tank damage not applying correctly.
Set it to TEST_DEBUG, and found no damage being applied to...
Forum:
Plugins
02-12-2010, 00:17
Replies:
105
[L4D] Left FORT Dead builder
Views:
126,612
Posted By
Kringe
Re: [L4D] Left FORT Dead builder
Indeed it seems like the top line was the culprit there. Commenting it out as follows seems to work just fine, although I could be missing something and just not know it:
if ( !isPhysics...
Forum:
Plugins
02-11-2010, 23:08
Replies:
105
[L4D] Left FORT Dead builder
Views:
126,612
Posted By
Kringe
Re: [L4D] Left FORT Dead builder
sooooo, I took the liberty of trying to determine why this script was not working with L4D2. It has involved a lot of trial & error, and I believe I have identified the part of the script that is...
Showing results 1 to 14 of 14
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