[L4D2] Explosive Cars
New gamedata March 12th, 2011
Note: Delete the old .cfg file if you decide to update from 1.0.3 to 1.0.4+!
Re-download the gamedata file if you want to update from 1.0.2 to 1.0.3+
Version 1.0.4 will only work with the LATEST
version of SDKHooks. If you do not wish to update, grab the version 1.0.3 (l4d2_explosive_cars_old)
-l4d2_explosive_cars (1.0.4) is compatible with SDKHooks 1.3.0-REDUCKS
-l4d2_explosive_cars_old (1.0.3) is compatible with SDKHooks 1.3.0
When i first started playing left 4 dead, i always wondered why didn't cars explode as in GTA for example, so i decided to make this for myself. I think it would be cool to share it anyway
This plugin will make all cars explode after they receive enough damage. The cars get damage from anything, even shoving them will damage them (Of course, the damage will be minor).
-Copy l4d2_explosive_cars.smx in the sourcemod/plugins folder.
-Copy l4d2explosivecars.txt in the sourcemod/gamedata folder.
-This plugin requires SDK Hooks Extension
A config file will be generated at cfg/sourcemod -> Check for ConVars in there
-Client side crashes on c5m3_park for low performance computers (Solutions: Higher car health - Lower particle time - Disable the plugin on that map) - Unable to find permanent solution, stick with the other ways the plugin offer.
-AtomicStryker for his help and interest on the plugin.
-blackalegator for the video.
-This plugin provides one forward that will be fired every time a car explodes. You can code some plugins wiht it, like for example, call a message or punish someone.
To add the forward just move the explosivecars_dev.inc
file into your scripting/include folder. Then include it adding this line in your plugin.
and call it using this format
public OnCarExploded(attacker, car)
Note that the attacker param will not always return a client index, so put some filters on it. The car is the car index that exploded.
-Modified to match latest SDKHooks modifications
-Added 2 new convars to control damage done to the car (l4d2_explosive_cars_fire_multiplier and l4d2_explosive_cars_explosion_multiplier).
-Fixed glitch were cars could get hooked twice.
-Changed the "l4d2_explosive_cars_panic_chance" to obey a % logic.
-Added original molotov fire as fire trace
-Added the "l4d2_explosive_cars_inferno_count" to control the amount of fire
-Fixed a few code glitches
-Added a convar to control if the engine fire of the damage can trigger an explosion.
-Added a forward that fires everytime a car explodes.
-Fixed a fire trace radius trigger.
-Added two new convars to control how fast is the car launched.
-Remove sound that was possibly producing crashes.
-Precached a sprite that comes with the explosion.
-Added a cvar for the damage made by the explosion.
-Added a cvar to enable or disable damage from the explosion to other cars.
-Added a cvar for a chance of the panic event.
-Added a cvar to configure the 'Fire Trace' Damage interval.
-Added a cvar to disable the plugin in specific maps.
-Exploded cars will now have the wrecked model and will be black (More realistic).
-Added a cvar to control the tank's damage.
-Fixed a bug where players would get pushed away by the exploded car.
-Added a 'protection' for map starts.
-Fixed l4d2_explosive_cars_infected Cvar.
-Fixed the cars not exploding for the second team on versus.
-Added the code improvements from AtomicStryker. Thanks alot!
-Added a Cvar to allow infected from doing damage to the car.
-Added a Cvar to remove (or not) the burning particle of the car.
-Added a fire sound.