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Bullet Speed Management


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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 07-23-2018 , 22:51   Bullet Speed Management
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Bullet Speed Management


- Description
- With this plugin, you can change the CS'S Bullet speed. I saw others plugins, but they're bugged and also, doesn't have some physics that this one have: If you're jumping or running, you lose accuracy.

- Cvars
slowbullet_speed - The bullet speed without being snipers.
slowbullet_sniperspeed - The bullet speed for snipers.
slowbullet_shotgunburst - How many bullets will create in shotguns.
slowbullet_shotguninacc - Shotgun inaccuracy
slowbullet_show_damage - Show to attackers the damage they did.
slowbullet_trail - Bullet trail
slowbullet_trail_color - Bullet trail color
slowbullet_trail_color_intensity - Bullet trail color intensity
slowbullet_trail_type - Bullet trail type
slowbullet_ffa - FFA Mode (kill teammates)
slowbullet_gravity - If you wanna use the gravity physics.
slowbullet_bullet_gravity - The gravity value (float).

- Credits
Remove bullet holes, found here - https://forums.alliedmods.net/showpo...90&postcount=3

- Change log
Spoiler
Attached Files
File Type: sma Get Plugin or Get Source (bulletSpeed.sma - 162 views - 13.4 KB)
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Last edited by EFFx; 03-22-2019 at 23:49.
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Visinescu
Senior Member
Join Date: Dec 2015
Location: England now,Home Romania
Old 07-24-2018 , 03:02   Re: Bullet Speed Management
Reply With Quote #2

Keep up the good work ツ !
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SHIELD755
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Join Date: Feb 2018
Location: I am living in house bsd
Old 07-24-2018 , 06:44   Re: Bullet Speed Management
Reply With Quote #3

awwsome i gotta test this
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 07-24-2018 , 08:11   Re: Bullet Speed Management
Reply With Quote #4

Did you try using FM_PlayBackEvent instead of CurWeapon? It's the proper way to detect each individual weapon shot.
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EFFx
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Join Date: Feb 2016
Location: São Paulo, Brasil
Old 07-24-2018 , 14:06   Re: Bullet Speed Management
Reply With Quote #5

I'll check this out.

OBS: Try using slowbullet_speed 100, is so cool. Looks like Matrix.
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Last edited by EFFx; 07-24-2018 at 14:07.
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edon1337
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Join Date: Jun 2016
Location: Macedonia
Old 07-24-2018 , 15:51   Re: Bullet Speed Management
Reply With Quote #6

Good job
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Rivotril
Senior Member
Join Date: Feb 2014
Location: Argentina
Old 07-24-2018 , 17:11   Re: Bullet Speed Management
Reply With Quote #7

Amazing job!
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EFFx
Veteran Member
Join Date: Feb 2016
Location: São Paulo, Brasil
Old 07-24-2018 , 20:48   Re: Bullet Speed Management
Reply With Quote #8

Updated to v1.1:

Code:
- Fixed a log error with the pev().
- Changed the weapon fire function, and with it, the recoil is now avaliable.
- Changed  the default value of the bullet speed.
- Removed the chatcolor include (not necessary)
Also, thank you guys.
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Last edited by EFFx; 07-24-2018 at 20:55.
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EFFx
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Old 07-26-2018 , 19:46   Re: Bullet Speed Management
Reply With Quote #9

Updated to v1.2:

Code:
. Fixed the damage block (sometimes it wasn't blocking)
. Fixed the deathmsg message (it shows now the weapon icon).
. Changed the way to set sv_maxvelocity in the plugin, sometimes it wasn't setting the value.
Observation:
I figured out that when you catch the death of anyone, with Ham_Killed or DeathMsg, sometimes the weapon id is not passed, so, I recommend to use get_user_weapon() to get the killer's weapon ID.

Like:

1. DeathMsg

PHP Code:
register_event("DeathMsg""event_DeathMsg""a"
PHP Code:
public event_DeathMsg()
{
    new 
iKiller read_data(1), szWeapon[32]
    
get_weaponname(get_user_weapon(iKiller), szWeaponcharsmax(szWeapon))
    
log_amx("iKillerID: %d, iVictimID: %d, Killer's WeaponName: %s"iKillerread_data(2), szWeapon[7])

Output:

Code:
iKillerID: 1, iVictimID: 6, Killer's WeaponName: ak47
2. Ham_Killed

PHP Code:
RegisterHam(Ham_Killed"player""ham_PlayerKilled"
PHP Code:
public ham_PlayerKilled(iVictimiKilleriShouldGib)
{
    new 
szWeapon[32]
    
get_weaponname(get_user_weapon(iKiller), szWeaponcharsmax(szWeapon))
    
log_amx("iKillerID: %d, iVictimID: %d, Killer's WeaponName: %s"iKillerread_data(2), szWeapon[7])

Output:

Code:
[bulletSpeed.amxx] iKillerID: 1, iVictimID: 28, Killer's WeaponName: ak47
So, both works. And I know that the player can throw a nade, change to AK47, kill the enemy with the HE, and it'll pass the weapon ID as AK47 (due the get_user_weapon() native), but, that barely happens. For now, it's the best way.
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Last edited by EFFx; 07-26-2018 at 19:50.
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VoivoDpl
Junior Member
Join Date: Apr 2017
Old 09-13-2018 , 05:31   Re: Bullet Speed Management
Reply With Quote #10

This doesn't block original damage / original "bullets" (at least for me). Also it doesn't support hit places and wallshots right ? And if shooting through "walls" would be added I recommend adding variable penetration based on weapon, texture and bullet travel distance .
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