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SDKHooks What R U Doing M8


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thecount
Veteran Member
Join Date: Jul 2013
Old 11-30-2014 , 13:57   SDKHooks What R U Doing M8
Reply With Quote #1

Ok, so a small problem.
PHP Code:
public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype){
    if(
protection[victim]){
        
damage 1.0;
        return 
Plugin_Changed;
    }
    return 
Plugin_Continue;

When a client is protected and the damage is changed to 1, then rocket jumping and sticky jumping no longer works. Is there a way to fix this or will SDKHooks always do that when I change the damage?
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Michalplyoutube
Veteran Member
Join Date: Jan 2013
Location: Tank Carrier in Mannhatt
Old 11-30-2014 , 14:36   Re: SDKHooks What R U Doing M8
Reply With Quote #2

Quote:
Originally Posted by thecount View Post
Ok, so a small problem.
PHP Code:
public Action:OnTakeDamage(victim, &attacker, &inflictor, &Float:damage, &damagetype){
    if(
protection[victim]){
        
damage 1.0;
        return 
Plugin_Changed;
    }
    return 
Plugin_Continue;

When a client is protected and the damage is changed to 1, then rocket jumping and sticky jumping no longer works. Is there a way to fix this or will SDKHooks always do that when I change the damage?
Instead of using SDKHooks use addcond 51 will cause player to appear invicible

Or use attribute to increase self pushback force

Or use attribute to decrease damage to 0 for all weapons using tf2attributes
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Last edited by Michalplyoutube; 11-30-2014 at 14:40.
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Dr. Greg House
Professional Troll,
Part-Time Asshole
Join Date: Jun 2010
Old 11-30-2014 , 15:11   Re: SDKHooks What R U Doing M8
Reply With Quote #3

It's push-force damage.
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Michalplyoutube
Veteran Member
Join Date: Jan 2013
Location: Tank Carrier in Mannhatt
Old 11-30-2014 , 15:37   Re: SDKHooks What R U Doing M8
Reply With Quote #4

Quote:
Originally Posted by Dr. Greg House View Post
It's push-force damage.
There are two one is for self and second is extra knockback

self dmg push force increased

damage force increase text

from http://optf2.com/440/attributes
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bl4nk
SourceMod Developer
Join Date: Jul 2007
Old 11-30-2014 , 17:56   Re: SDKHooks What R U Doing M8
Reply With Quote #5

Try using this definition of the OnTakeDamage function instead:
Code:
(victim, &attacker, &inflictor, &Float:damage, &damagetype, &weapon, Float:damageForce[3], Float:damagePosition[3], damagecustom)

Last edited by bl4nk; 11-30-2014 at 17:56. Reason: fixed text formatting
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 12-01-2014 , 01:18   Re: SDKHooks What R U Doing M8
Reply With Quote #6

From what i've seen, setting the damageforce won't do anything in most cases. It's going to be scaled based on the damage. Likewise, setting the damage will scale the damageforce accordingly. Probably in games that have the ontakedamagealive, some other calculations are being done and overriding this. I've not yet played with otdalive, but my guess is that doing stuff there would have better results.
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Dr. Greg House
Professional Troll,
Part-Time Asshole
Join Date: Jun 2010
Old 12-01-2014 , 01:27   Re: SDKHooks What R U Doing M8
Reply With Quote #7

It was just an fyi from my side, the problem is already solved. He should use the attributes specifically made for that.
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