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modCS (damage/speed mod for CSS)


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LocutusH
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Old 02-19-2008 , 02:15   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #21

Quote:
Originally Posted by L. Duke View Post
I don't believe that it is.

Are there any alternatives?
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L. Duke
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Old 02-21-2008 , 18:08   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #22

I don't know of any, but there may be some sourcemod plugins or examples.

My laptop is getting repaired right now, but when it comes back I might be able to take a look at this and update it if there is any interest.
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LocutusH
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Old 02-26-2008 , 02:40   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #23

I would try it
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L. Duke
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Old 02-26-2008 , 10:35   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #24

OK, I'll try to get something up.

I have the damage modifiers working, just need to get the speed adjustments taken care of.
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LocutusH
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Old 02-26-2008 , 10:46   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #25

Well what i want, is a global multiplier for all damage. For example raise everything by 10%. Speed and other things are not that important
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 02-28-2008 , 18:39   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #26

Quote:
and increase player run speed to 320.
Can you show me the source code of how to do this?
I have been trying to find a way to change run speed without simply changing the flLaggedMovement offset.
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L. Duke
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Old 02-29-2008 , 10:38   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #27

I hook GetMaxSpeed on weapons to change the speeed. It's more complicated, but has a completely different feel than the lagged movement method. I used both in my AWE plugin, one as a speed modifier and the lagged movement as "adrenaline." They had a completely different feel.

The hardest part is keeping track of all the weapons. At first I was hooking them whenever a player picked one up and unhooking it when it was dropped, but I found that it was easier to sigscan for AddListenerEntity and create an entity listener. Now I hook weapons as they are created and unhook them as they are deleted.

Some example code is here. If you are comfortable scanning for functions I can give you the function signatures you need for adding an entity listener. Otherwise it might be easier to hook the player's weapon pickup and drop functions (if you do it that way, keep track of what's hooked and unhooked so you can unhook the weapons at endround that are left because some weapons won't call the player's drop function.
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LocutusH
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Old 02-29-2008 , 14:52   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #28

Some news about the plugin itself?
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L. Duke
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Old 02-29-2008 , 16:36   Re: ActionCS (damage/speed mod for CSS)
Reply With Quote #29

I have a replacement created for this plugin. I can post the Windows version if you want. Linux will take me a bit (it's not hard but I have to setup VMWare player, update my dedicated test server, etc. since this computer has been wiped since I last compiled a plugin for release on Linux).
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L. Duke
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Old 02-29-2008 , 17:57   Re: modCS (damage/speed mod for CSS)
Reply With Quote #30

An update is posted in the first post of the thread (for both Windows and Linux).

Or download modCS 0.5 here.
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