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Knife API v2.2


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GuskiS
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Old 07-17-2014 , 07:22   Re: Knife API v2.1
Reply With Quote #41

Is only anim delayed or damage too?
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Backstabnoob
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Old 07-17-2014 , 07:30   Re: Knife API v2.1
Reply With Quote #42

Only the damage is delayed, the animation isn't. See the secondary attack of Banhammer, it's in the video.
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Backstabnoob
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Old 07-17-2014 , 08:54   Re: Knife API v2.1.1
Reply With Quote #43

Updated to 2.1.1. This version fixes a small bug as well as adds a new property to ignore the friendly fire setting.

v2.1.1
  • Global vars having incorrect size (MAXPLAYERS rather than MAXPLAYERS+1) has been fixed
  • Added a new property: KN_CLL_IgnoreFriendlyFire (thanks to hornet)
  • Release date: 17 July, 2014 (11 downloads reset)
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Last edited by Backstabnoob; 07-17-2014 at 08:55.
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Backstabnoob
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Old 07-20-2014 , 19:17   Re: Knife API v2.2
Reply With Quote #44

Updated to 2.2. This update fixes some bugs/bad decisions in the code and overally improves it, as well as gives the KnifeAction_DealDamage an important change.

v2.2
  • Code improved, completely got rid of dynamic arrays (too much data manipulation = stack errors)
  • Headshot sounds now correct
  • No longer using Ham_TraceAttack, Ham_TakeDamage is enough (blood is spawned manually)
  • Knife_PlayerGive now has a new argument - bool:Set, if true then the knife is equipped upon receiving it
  • KnifeAction_DealDamage now has 3 new arguments: Float:EndPoint[3], Float:AimVector[3], Hitzone
  • Release date: 21 July, 2014 (21 downloads reset)
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Last edited by Backstabnoob; 07-20-2014 at 19:18.
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hornet
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Old 08-22-2014 , 03:43   Re: Knife API v2.2
Reply With Quote #45

CmdStart isn't really a great method, but since you can't hook reload on knife ... fair enough.
I recommend that you improve on that in the future - you could instead use RegisterHamFromEntity( Ham_Think ... ) each time a knife is drawn and set think time more frequent ( and disable when holstered of course ) and check for key press there.

But otherwise, good job. Approved.
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Last edited by hornet; 08-22-2014 at 03:44.
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bibu
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Old 08-22-2014 , 06:10   Re: Knife API v2.2
Reply With Quote #46

Consider adding Ham_CS_Item_GetMaxSpeed for each knife. Would come handy when having "light/heavy" knives and setting different speeds to them.

EDIT: The idea from post #5 would also come handy adding a "heavy" knife, such as a katana for example. And of course it's also possible without orpheu. Well you can do it on orpheu directly. Just sharing some ideas.
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Last edited by bibu; 08-22-2014 at 06:13.
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Backstabnoob
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Old 08-22-2014 , 07:07   Re: Knife API v2.2
Reply With Quote #47

I'll consider it, by it feels like more bloat to me.
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Depresie
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Old 06-20-2015 , 07:12   Re: Knife API v2.2
Reply With Quote #48

i don't want to "revive" thread or something but, i think you could add and knockback
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husam124
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Old 05-26-2019 , 14:57   Re: Knife API v2.2
Reply With Quote #49

cant we make more than knife plugin then add it all to a knife menu like /knife
and example
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OciXCrom
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Old 05-26-2019 , 17:52   Re: Knife API v2.2
Reply With Quote #50

Quote:
Originally Posted by husam124 View Post
cant we make more than knife plugin then add it all to a knife menu like /knife
and example
This is an API that you can use to create any plugin you want. If you want a /knife menu, simply use this. There's no need to recreate what is already done.
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