Quote:
Originally Posted by nergal
Are you kidding me?! I'm almost finished with my beta version for release :\
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In all honesty, I've been working on this plugin since the middle of last year. You're a little late to the "TF2 grenades" party
But mine has just been a side project that I'll fumble-fuck around with from time to time.
Originally I had everything in one plugin, but what I'm doing right now is having each grenade in its own separate plugin so I can make sure all the functions for each grenade work properly. Once that's done, I can combine them all into one big plugin.
And yes, I will be publicly releasing mine.
Quote:
Originally Posted by Sheepy
How Many Nades / Charges per class, just 1 i am assuming.
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I think you're asking this question about the TF2NADES plugin, but nonetheless, in my version the amount will be configurable via convar, as will just about everything else (damage amounts, radius of explosions, how many sticks the dynamite pack outputs, etc).
I'm currently looking into setting up a damage ramp-off system, and I was trying to code in a "cooking" system for the grenades so that the longer you "held" the command down (it would've been a +/- command system) the further you threw the grenade to a specific maximum. That system would've also caused some grenades to explode if held too long. Sadly, I'm not good with that engine time code, so I scrapped the idea.
I've also got the oooold leaked TF2 source code standing by which has .cpp and .h files for all the grenades (some are very incomplete). For the most part, the source code gives me an idea of what to set default values for certain things to, plus Valve's commenting in the code lends me a hand in figuring out what each grenade was going to do.