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[TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)


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Author
Thrawn2
Veteran Member
Join Date: Apr 2009
Plugin ID:
2349
Plugin Version:
0.0.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    2 
    Plugin Description:
    This plugin makes engineer buildings vulnerable to critical damage from random as well as charged kritz.
    Old 05-21-2011 , 07:50   [TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)
    Reply With Quote #1

    This plugin makes engineer buildings vulnerable to critical damage from random as well as charged kritz.
    Requires SDKHooks.

    Cvars:
    Quote:
    These control how much extra damage a building gets from critical hits (1.0 means default, 0.5 half, 2.0 double and so on)
    • sm_tbuildingtakecrits_modifier_sentry (default: 1.3, sentries get 30% extra damage)
    • sm_tbuildingtakecrits_modifier_teleporter (default: 1.5, teleporters get 50% extra damage)
    • sm_tbuildingtakecrits_modifier_dispenser (default: 1.5, dispensers get 50% extra damage)
    Quote:
    These are disabled unless the corresponding damage modifier is set greater than 1.0
    • sm_tbuildingtakecrits_showparticle (default: 1, by enabling this the attacker will see the crit particle.)
    • sm_tbuildingtakecrits_playsound (default: 1, play crit-hit sounds)
    The config .cfg will be autogenerated. Change settings there.

    Credits to:
    Changelog:
    0.0.1
    - Initial Release
    Attached Files
    File Type: sp Get Plugin or Get Source (tBuildingTakeCrits.sp - 886 views - 5.7 KB)
    File Type: smx tBuildingTakeCrits.smx (5.7 KB, 452 views)
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    Last edited by Thrawn2; 05-21-2011 at 07:52.
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    FlaminSarge
    Veteran Member
    Join Date: Jul 2010
    Old 05-21-2011 , 15:51   Re: [TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)
    Reply With Quote #2

    Cool, so you detect if it's a DMG_ACID then bump the damage up a bit?

    Oh, btw, I believe the SDKHooks include does #define DMG_CRIT DMG_ACID, so you can change it to that (maybe to avoid confusing new coders lookin at the code? idk)

    Awesome, though, with the CRITICAL HIT! and everything.
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    FlaminSarge is offline
    Thrawn2
    Veteran Member
    Join Date: Apr 2009
    Old 05-21-2011 , 16:05   Re: [TF2] tBuildingTakeCrits v0.0.1 (2011-05-21)
    Reply With Quote #3

    Quote:
    Originally Posted by FlaminSarge View Post
    Cool, so you detect if it's a DMG_ACID then bump the damage up a bit?
    Yepp, that's basically what it does.

    Quote:
    Originally Posted by FlaminSarge View Post
    Oh, btw, I believe the SDKHooks include does #define DMG_CRIT DMG_ACID, so you can change it to that (maybe to avoid confusing new coders lookin at the code? idk)
    Will do in the next release.
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