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[L4D & L4D2] Weapon Damage Mod


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Kringe
Junior Member
Join Date: Feb 2010
Old 02-13-2010 , 18:10   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #11

First off, Use a lot of your scripts, you do good work.

Located a problem with the Tank damage not applying correctly.

Set it to TEST_DEBUG, and found no damage being applied to tanks.

it seems that under the command for setting the tank damage multiplier, you had it applying the setting to the wrong trie, as shown:

Code:
SetTrieValue(trieModdedWeapons,weapon,StringToFloat(multiplier));
I think this was causing the check for the value to fail, resulting in no modified damage for tanks.

Works flawlessly with it as trieModdedWeaponsTank v1.0.2 soon?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-14-2010 , 06:37   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #12

Absolutely right. Thank you.
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Kringe
Junior Member
Join Date: Feb 2010
Old 02-18-2010 , 21:42   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #13

Curious if you are able to help with something.

I'm not sure if the Minigun uses another damage class to determine it's damage to common infected, but it seems to behave as if it's using a damage multiplier... I had thought that the only damages that would be multiplied would be those listed in the config, is that correct?

To explain better, I have modified all of the various hand-held weapon class damages using this plugin. As of now, shooting common infected with the minigun seems to result in large damage to body parts leaving sometimes a pair of legs (with I assume 1 health), a floating torso, or sometimes just a random chunk of meat floating around and still attacking survivors.

I also managed to achieve this same result with the pipebomb damages raised. Usually more of them at once.

While this is extremely amusing on one level, it's also kind of annoying to get hit and spin around several times looking to find the source of the damage and find only an ankle attacking you.

While I can definitely think of a trial and error method to find a solution, it would likely be painstaking and troublesome for me, so hopefully you'll have an answer right off the top of your head that won't make me cry?

If it merely means I have to make sure a single weapon has unmodified damage, I suppose that's an easy fix. But if it's something different, I'm at a loss on what to do to resolve this. I certainly don't want to go without the plugin...

I enjoy it too much in every other application.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-19-2010 , 02:38   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #14

Same happens if you reduce melee weapon damage against CI.

Valve does some really odd stuff with damage calculation there. "Gibbing" and killing Zombies doesnt seem to be one and the same.
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take
Junior Member
Join Date: Jul 2009
Old 02-19-2010 , 03:49   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #15

How to write melee?
l4d_damage_weaponmultiwepon_katana
or
l4d_damage_weaponmulti katana 0.5
Is wepon necessary?but english sry
take is offline
AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-19-2010 , 11:59   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #16

sm_damage_weaponmulti katana 0.5
or/and
sm_damage_tank_weaponmulti katana 0.5


l4d_damage_melee_commons_enabled 1
if you want modified damage against zombies

NOTE!!!
They wont die to a single melee hit, or sometimes many. I do not recommend it.
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Gixxer
Member
Join Date: Nov 2009
Old 02-19-2010 , 22:54   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #17

Strange things happen, I set the Crowbar to do 3.0 dmg to the tank, first swing does 3900 dmg and halves itself every swing. Be nice if the damage was spread out.
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Kringe
Junior Member
Join Date: Feb 2010
Old 02-20-2010 , 01:04   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #18

Quote:
Valve does some really odd stuff with damage calculation there. "Gibbing" and killing Zombies doesnt seem to be one and the same.
Curses!! And they leave invisible walls all over their maps, too!! *sigh*

Quote:
I set the Crowbar to do 3.0 dmg to the tank, first swing does 3900 dmg and halves itself every swing.
I don't think it's actually halving... If I'm correct, it just is dropping the modifier from the calculations any time modified damage would result in a health outcome of less than 1.

I don't remember how it was originally written anymore because I played around with it and found a crude, but mostly effective alternative. I'm not gonna share it, because the coding job is literally so horrible, it would probably make AtomicStryker pee himself, or get me pity-banned, or something else horrible. It shall always remain my own shameful secret.

Maybe you can convince him to do something for you?
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Gixxer
Member
Join Date: Nov 2009
Old 02-20-2010 , 01:34   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #19

Ah I see, so, I can't set the AWP to a multiplier that increases its damage to 600 and therefore instantly killing anything other than a tank? That's what I'd like to do and unfortunately can't.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 02-20-2010 , 05:39   Re: [L4D & L4D2] Weapon Damage Mod
Reply With Quote #20

Not without screwing the games Kill detection (it wouldnt score as your kill).
AtomicStryker is offline
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