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Critical Hit Modifier


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bobbobagan
SourceMod Donor
Join Date: May 2007
Location: New Zealand
Old 08-22-2011 , 07:37   Re: Critical Hit Modifier
Reply With Quote #201

Quote:
Originally Posted by Leatherpaws View Post
When you shoot a rocket, for example, does the rocket look like a normal rocket or does it have the "crit-rocket" glow, instead?
It is a normal rocket effect, that does critical damage.
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Leatherpaws
New Member
Join Date: Aug 2011
Old 08-22-2011 , 11:47   Re: Critical Hit Modifier
Reply With Quote #202

I swear I've seen one where the rockets all have that crit glow. Any idea of which one this might be?
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 08-24-2011 , 23:20   Re: Critical Hit Modifier
Reply With Quote #203

We use this one and it has always glowed for crit rockets.......
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atticusmas
Senior Member
Join Date: Jul 2011
Location: I am a hallucination
Old 08-26-2011 , 19:54   Re: Critical Hit Modifier
Reply With Quote #204

cool.
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Sedacra
New Member
Join Date: Aug 2011
Old 08-27-2011 , 11:56   Re: Critical Hit Modifier
Reply With Quote #205

Is there a way to turn of sniper rifle (all versions of rifle) crits on body shots (noscope and scope)
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cybersquare420
Veteran Member
Join Date: Nov 2008
Old 08-30-2011 , 12:09   Re: Critical Hit Modifier
Reply With Quote #206

+1 actually would be cool if we could add a list of weps to a blacklist of sorts for this... would make this conform nicely with the theadshotsonly plugin...

Quote:
#include <sourcemod>
#include <tf2>

new Handle:crits = INVALID_HANDLE;
new Handle:chance = INVALID_HANDLE;

#define PLUGIN_VERSION "0.1"

public Plugin:myinfo =
{
name = "SM Crits chance",
author = "pRED* (edited by cybersquare420 to ignore headshot weps)",
description = "Change critical hit %",
version = PLUGIN_VERSION,
url = "http://www.sourcemod.net/"
};

public OnPluginStart()
{
crits = CreateConVar("sm_crits_enabled", "1");
chance = CreateConVar("sm_crits_chance", "1.00");

CreateConVar("sm_crits_version", PLUGIN_VERSION, "Crits Version", FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_REPLICATED|FC VAR_NOTIFY);
}


public Action:TF2_CalcIsAttackCritical(client, weapon, String:weaponname[], &bool:result)
{
if (!GetConVarBool(crits))
{
return Plugin_Continue;
}
if (StrEqual(weaponname, "tf_weapon_sniperrifle", true))
{
return Plugin_Handled;
}
if (StrEqual(weaponname, "tf_weapon_sniperrifle_decap", true))
{
return Plugin_Handled;
}
if (StrEqual(weaponname, "tf_weapon_compound_bow", true))
{
return Plugin_Handled;
}
if (StrEqual(weaponname, "tf_weapon_revolver", false) && GetEntProp(weapon, Prop_Send, "m_iEntityQuality") == 3)
{
return Plugin_Continue;
}
if (GetConVarFloat(chance) > GetRandomFloat(0.0, 1.0))
{
result = true;
return Plugin_Handled;
}

result = false;

return Plugin_Handled;
}
edit: added checks for other headshot capable weps... tested fairly extensively now and appears to function as intended...
And of course, many thanx to pred for the original! hope this helps someone...
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Last edited by cybersquare420; 09-05-2011 at 16:24.
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Aderic
Senior Member
Join Date: Oct 2011
Old 10-16-2011 , 06:15   Broken
Reply With Quote #207

I love this mod, it's a shame I had to get it 2 days before the update.

Is there an alternative or can this mod be fixed?

Thanks,

Aderic.
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Riosha
Member
Join Date: Oct 2011
Location: Russia, Kemerovo
Old 11-04-2011 , 13:26   Re: Critical Hit Modifier
Reply With Quote #208

Lools like there is no console commands for this plugin?
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FunkyLoveCow
Senior Member
Join Date: May 2010
Old 11-04-2011 , 14:47   Re: Critical Hit Modifier
Reply With Quote #209

Quote:
Originally Posted by Riosha View Post
Lools like there is no console commands for this plugin?
I'm beginning to suspect you can't read English. Look at the first post.
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Riosha
Member
Join Date: Oct 2011
Location: Russia, Kemerovo
Old 11-05-2011 , 10:55   Re: Critical Hit Modifier
Reply With Quote #210

Quote:
Originally Posted by FunkyLoveCow View Post
I'm beginning to suspect you can't read English. Look at the first post.
sm_crits_enabled is not worked. It work only in server.cfg
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