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[L4D2] Damage Mod (SDKHooks Ed.)


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Author
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Plugin ID:
1676
Plugin Version:
1.0.9
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
    1 
    Plugin Description:
    Old 05-19-2010 , 06:24   [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #1

    Since SDKHooks OnTakeDamage now supports L4D2 again... have proper damage modding!


    Features modifying any Damage dealt to Commons/Witch/any Player by pretty much anything. There is 2 seperate multipliers - one for Friendly Fire, and one for Enemy Attacks. If for example you wanted to nerf the Nadelauncher you'd raise Friendly Fire and decrease Enemy Damage.


    Since i wanted max configurability without writing a million convars i went for a keyvalue file solution ... put the l4d2damagemod.cfg in your Sourcemod/configs/ folder and config away!



    PHP Code:
    Example excerpt l4d2damagemod.cfg


    "L4D2 Damage Mods"
    {
        
    "MP5"
        
    {
            
    "weapon_class"            "weapon_smg_mp5"
            "modifier_friendly"        "1.0"
            "modifier_enemy"        "1.2"
        
    }
        
        
    "AWP Sniper"
        
    {
            
    "weapon_class"            "weapon_sniper_awp"
            "modifier_friendly"        "1.75"
            "modifier_enemy"        "1.75"
        
    }
    }

    You require a target String behind "weapon_class", and then you can set your modifiers behind "modifier_friendly" and "modifier_enemy"
    The header Stringsin this case "MP5" and "AWP Sniper" are arbitrary and for your information only

    Damage gets multiplied with the Modifiers
    0 would STOP any damage from that source1.0 would be default, 2.0 is twice the damage


    Possible Target Strings
    :

    normal guns by their entity class, e.g"weapon_smg_silenced"
    melee weapons by their stringe.g"katana"
    pipes ("pipe_bomb_projectile"), and molotovs ("entityflame")

    common infected "infected"
    witch "witch"

    Special Infectedby their weapon stringsi know for example spitter was "weapon_insectswam"

    The car MrTank just put into Ellis:    "prop_physics" 
    My current l4d2damagemod.cfg is attached. It buffs the underpowered CSS weapons, nerfs the Nadelauncher, and has a lot of blank classes in it.



    Please report any errors you may get ... L4D2 inflictor business is difficult.



    Requires SDKHooks, tested on Sourcemod 1.4



    Changelog:
    1.0.0 - Release
    1.0.1 - fix for invalid client id errors on victims
    1.0.2 - fix for invalid client id errors on attackers , also changed mod routine
    1.0.3 - Updated in anticipation of upcoming SDK Hooks Update rendering it functional again
    1.0.4 - fixed local hoster errors
    1.0.5 - fixed stupid code oversight
    1.0.6 - fixed tank claw special case
    1.0.7 - doubled max modded weapons limit to 64
    1.0.8 - fixed melee weapon classname
    1.0.9 - fixed new crop of invalid client indizes
    Attached Files
    File Type: sp Get Plugin or Get Source (l4d2_damage_sdkhooks.sp - 1838 views - 8.5 KB)
    File Type: cfg l4d2damagemod.cfg (1.2 KB, 3900 views)
    File Type: smx l4d2_damage_sdkhooks.smx (5.6 KB, 1807 views)

    Last edited by AtomicStryker; 09-02-2012 at 07:44.
    AtomicStryker is offline
    alex64
    Junior Member
    Join Date: Sep 2007
    Old 05-19-2010 , 08:24   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #2

    Nice. This gives us all another tool to sharpen the game.
    alex64 is offline
    ellis
    Senior Member
    Join Date: Apr 2010
    Old 05-19-2010 , 15:39   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #3

    Haha i like this plugin
    is in this new damage mod plugin the old cvars included from the old plugin?

    "melee_commons_enabled" and alternate damage for the tank?

    it would be very awesome when the plugin can modify the complete weapon like:

    M16 (Rifle)
    Damage:
    Base: 33 Damage
    Friendly Fire: 0/1/3/16 Damage
    Damage Dropoff:
    Range: 3000
    Range Modifier: 0.97
    Magazine Size: 50 (410 total)
    Rate of Fire: 1 round/0.0875 sec, 11.4 rounds/sec (4.375s per magazine)
    Reload: 2.35s
    DPS: 376 damage/s (245 sustained)
    Recoil:
    Maximum Spread: 30
    Spread per Shot: 0.75
    Spread Decay: 5
    Minimum Ducking Spread: 0.05
    Minimum Standing Spread: 0.4
    Minimum in Air Spread: 1.5
    Maximum Movement Spread: 5
    Penetration:
    Number of Layers: 2
    Power: 50
    Maximum Distance: 0
    ellis is offline
    AtomicStryker
    Veteran Member
    Join Date: Apr 2009
    Location: Teutonia!!
    Old 05-19-2010 , 16:11   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #4

    No. This one is both simpler and more powerful. You totally can set a pistol to instantkill anything.

    Or make cars deal no damage.
    AtomicStryker is offline
    Eraa
    Senior Member
    Join Date: Mar 2010
    Old 05-19-2010 , 16:38   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #5

    Hi, I hope we can kill without leaving the Infected has 1HP, as on your other plugins. For the basic damage I find an interesting post here
    I'll try that, thank you.
    __________________
    Eraa is offline
    ellis
    Senior Member
    Join Date: Apr 2010
    Old 05-19-2010 , 16:48   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #6

    aha ok.
    also when i set props_physic to "2.0" or else and the tank throw a car on a survivor they die instant, or become more damage from the car right?
    what does it mean with the infected damage?
    example i have set hunter "modifier_enemy" "2.0"
    is now increased his claw damage or his main attack or both?

    i have experienced a little with the friendly fire damage and i see no difference, when i shoot the survivors.

    "Chrome Shotgun"
    {
    "weapon_class" "weapon_shotgun_chrome"
    "modifier_friendly" "2.0"
    "modifier_enemy" "1.2"
    }

    i use sdkhooks 1.3.2
    and i use frustrians ff announce to see the damage on server

    Last edited by ellis; 05-19-2010 at 16:51.
    ellis is offline
    ellis
    Senior Member
    Join Date: Apr 2010
    Old 05-19-2010 , 17:47   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #7

    oh sorry i thoug i have installed the actually version of sdkhooks but no sorry
    ellis is offline
    HL-SDK
    Member
    Join Date: Jan 2009
    Old 05-19-2010 , 18:33   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #8


    Thanks for making use of this
    HL-SDK is offline
    AtomicStryker
    Veteran Member
    Join Date: Apr 2009
    Location: Teutonia!!
    Old 05-19-2010 , 18:35   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #9

    "prop_physics" "2.0" would double the damage cars cause.

    a "hunter" modifier would apply to any damage he inflicts, pouncing or scratching.


    Thanks to YOU for figuring out OnTakeDamage - its GREEK to me
    AtomicStryker is offline
    alexip121093
    Senior Member
    Join Date: Dec 2009
    Location: Hong Kong
    Old 05-19-2010 , 20:26   Re: [L4D2] Damage Mod (SDKHooks Ed.)
    Reply With Quote #10

    It not work for me although I have updated my SDKHOOKS,I see the Debug log and working fine , but the real damage not equal to the damage show on debug log. Damage remain unchange
    alexip121093 is offline
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