*Bug* When you standing behind boards and pushing away zombies, they stop going to boards and standing still, beat air, but for some reason breaking boards
Servers can specify how dark boards should get before they break with qol_barricade_show_damage. A value of 1 means totally black. 0 means never darken (vanilla behavior). The default value is 0.75 for 75% black.
Now that barricade damage is apparent you'll notice zombies tend to annihilate lower boards of barricades even if they're targeting the highest board. A new ConVar, qol_barricade_zombie_multihit_ignore, sets the percent of damage barricades should ignore from zombie attacks when the board isn't the primary target. A value of 1 makes boards totally immune to AOE zombie damage. 0 means take full damage (vanilla behavior). QOL defaults to 0.75 which means damage is reduced by 75%.
The barricade hammer can now recollect boards with its charged attack. qol_barricade_retrieve_health defines the percent of health a board must have left in order to be recollected. 1 means boards can only be recollected at full health whereas 0 means allow pickup at any health. A negative number never allows recollection (vanilla behavior).
The code below is the new plugin config information. You can either delete your old config (cfg/sourcemod/plugin.qol.cfg) or copy this to the bottom of your current one to avoid resetting the entire file:
Spoiler
PHP Code:
// Volume of QOL barricade damage sounds. Use 0.0 for vanilla behavior. // - // Default: "1.0" // Minimum: "0.000000" // Maximum: "1.000000" qol_barricade_damage_volume "1.0"
// Volume of barricade hammering sounds heard by players that are not barricading. E.g. 1.0 means full volume. Use 0.0 for vanilla behavior. // - // Default: "1.0" // Minimum: "0.000000" // Maximum: "1.000000" qol_barricade_hammer_volume "1.0"
// Minimum percent of full health a barricade must have to be recollectable via barricade hammer charge attack. E.g. 1.0 means full health. Use negative number for vanilla behavior (never recollect). // - // Default: "1.0" // Maximum: "1.000000" qol_barricade_retrieve_health "1.0"
// Visualize barricade health by darkening boards according to how much damage they've taken. The value represents what percent of black the model should be at 0 hit point left. E.g. 0.75 means 75% black at 0 hit point. Use 0.0 for vanilla behavior. // - // Default: "0.75" qol_barricade_show_damage "0.75"
// Percent of damage barricades should ignore when they're hit by a zombie that isn't targeting them specifically. E.g. 0.75 reduces damage zombies do to barricade they currently are not targeting to 25%. Use 0.0 for vanilla behavior. // - // Default: "0.75" // Minimum: "0.000000" // Maximum: "1.000000" qol_barricade_zombie_multihit_ignore "0.75"
// Volume to use when playing extinguisher sounds. Use 0.0 for vanilla behavior (no sounds). // - // Default: "1.0" // Minimum: "0.000000" // Maximum: "1.000000" qol_extinguisher_volume "1.0"
// Damage amounts equal to or higher than this will prevent an infected player from reanimating. Use 0.0 for vanilla behavior (i.e. always reanimate). // - // Default: "100.0" qol_infection_bypass "100.0"
// Volume of medical sounds heard by players not healing. E.g. 1.0 means full volume. Use 0.0 for vanilla behavior (no sounds). // - // Default: "1" // Minimum: "0.000000" // Maximum: "1.000000" qol_medical_volume "1"
// Prevent exploit that allows physics objects carried by players to damage zombies and clients. // - // Default: "1" qol_weaponized_object_fix "1"
// Prevent zombies from continuing to bash barricades from a distance after they've been shoved away. // - // Default: "1" qol_zombie_prevent_bash_at_range "1"
// Whether to disallow zombies from grabbing players while extraction cutscene is playing. // - // Default: "1" qol_zombie_prevent_grab_during_cutscene "1"
Quote:
Originally Posted by Saref
*Bug* You can not use flashlight with hammer.
I tried adding maglite support to the barricade hammer with the initial release. Unfortunately the method I used for the cleaver doesn't work with the barricade hammer.
Added qol_medical_auto_switch_style to control auto-switching to medical items:
0: Switch if medicine is heavier than current weapon.
1: Switch if medicine is heavier than current weapon and is usable.
2: Switch if medicine is usable (even if a heavier weapon exists).
3: Never auto-switch to medical items.
Added qol_maglite_stay_on to prevent maglite turning off when an unequipped weapon is dropped.
Changed object-unsticking feature so it never frees objects by "pushing" them.
Players reported that objective items could sometimes be pushed through the world.
This update should fix the game-breaking bug where items (like objective props) could be pushed through the world.
If upgrading, you can copy and paste to bottom of your nmrih/cfg/sourcemod/plugin.qol.cfg
PHP Code:
// Keep the maglite on when an unequipped weapon is dropped. // - // Default: "1" qol_maglite_stay_on "1"
// How to handle auto-switching to medical items. // 0: Switch if medicine is heavier than current weapon. // 1: Switch if medicine is heavier than current weapon and is usable. // 2: Switch if medicine is usable (even if a heavier weapon exists). // 3: Never auto-switch to medical items. // - // Default: "1" qol_medical_auto_switch_style "1"
Added qol_weapon_config which names config file under sourcemod/configs to use.
Config sets animation rates on a per-weapon, per-action basis.
Default config is explained below.
Added qol_ironsight_shove which allows players to shove during ironsight raise/lower animations.
Improved stuck object detection.
Changed qol_kid_prevent_tpose to hopefully cooperate with custom zombie dog plugin.
This update includes an experimental change to melee speeds. To disable it you can set qol_weapon_config to "". Alternatively you can edit the config or design your own: the system is customizable and hot-swappable! See the weapon_speeds section inside sourcemod/configs/qol.cfg for documentation.
Melee attack cool-down is now more closely linked to the weapon's visible readiness. I.e. idle time between swings has been reduced. This is more prominent for light weapons like the knife and cleaver. The machete, fireaxe, sledge and pickaxe are unchanged since they're already top-tier weapons. Additionally the revolver has become a bit more agile with quicker ironsight animation and shorter re-fire delay. The previous SV10 and fubar speed-ups have been moved to this new system.
Check out these gifs for a side-by-side comparison of some weapons:
My apologies. I overlooked the medical items. Their speed is controllable with the "hip_fire" key but since they use two animations their playback speed gets reset when the actual healing sequence starts. I will have this fixed soon.