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Critical Hit Modifier


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zyrphon
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Join Date: Jan 2010
Location: Chicago, IL, USA
Old 06-11-2014 , 17:24   Re: Critical Hit Modifier
Reply With Quote #251

I concur
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Screaming_Alpha
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Join Date: Aug 2010
Old 06-11-2014 , 17:52   Re: Critical Hit Modifier
Reply With Quote #252

We run a slightly modified version of this plugin, and it stopped working after tonight's update also. Guess we have to wait for new game data update from the SourceMod guru's.
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Weasel
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Old 06-11-2014 , 20:01   Re: Critical Hit Modifier
Reply With Quote #253

[strike]There seems to be a game-date update for today's date in the latest stable snap-shot. But, doesn't seem to resolve issues with this plug-in?[/strike]
Update: Nevermind, seems to be working now, at least my users are saying.
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Last edited by Weasel; 06-11-2014 at 20:10. Reason: Update
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zyrphon
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Join Date: Jan 2010
Location: Chicago, IL, USA
Old 06-11-2014 , 20:41   Re: Critical Hit Modifier
Reply With Quote #254

Quote:
Originally Posted by Weasel View Post
[strike]There seems to be a game-date update for today's date in the latest stable snap-shot. But, doesn't seem to resolve issues with this plug-in?[/strike]
Update: Nevermind, seems to be working now, at least my users are saying.
I see no difference. What did you do after you uploaded the new gamedata?
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Weasel
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Old 06-11-2014 , 20:45   Re: Critical Hit Modifier
Reply With Quote #255

Quote:
Originally Posted by zyrphon View Post
I see no difference. What did you do after you uploaded the new gamedata?
Well, basically I noticed my SM was somewhat out of date. So, I upgraded to the latest snapshot of the "stable branch" (1.5.4.x), and then restarted it. I also noticed that in the latest snapshot - there under "sourcemod/gamedata" there is an updated "sm-tf2.games.txt" file (with today's date).
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Mayu
SourceMod Donor
Join Date: Feb 2011
Location: Germany
Old 06-12-2014 , 02:01   Re: Critical Hit Modifier
Reply With Quote #256

aye, after the 2nd update it was all working like a cham again.
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Uweeda.pl
Junior Member
Join Date: Aug 2013
Old 06-12-2014 , 05:14   Re: Critical Hit Modifier
Reply With Quote #257

Quote:
Originally Posted by pRED* View Post
Simple plugin that lets you modify the chance of getting a critical hit.

Cvars:

sm_crits_enabled default: 1
sm_crits_chance default: 1.00

If enabled it will give you sm_crits_chance of getting a critical hit (default is 100% chance).

I'll leave it up to other people to make more advanced critical editing, this is just an example.

NB: This requires snapshot build 2016/2017 to run. Otherwise it won't do anything.

NB2: As explained in the tf2 include file for the new forward, critical hits are decided client side for the firer and on the server. Since this can only modify the server result, the shooter will see their shot as being the original, not what it was modified to. Hits should show up correctly.
support for cs:go?
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zyrphon
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Join Date: Jan 2010
Location: Chicago, IL, USA
Old 06-12-2014 , 19:40   Re: Critical Hit Modifier
Reply With Quote #258

Quote:
Originally Posted by Uweeda.pl View Post
support for cs:go?
CS doesn't HAVE crits. Wherever your bullets land determine damage. You could find or make something that changes damage maybe, but that would be...bad.
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ArchangelGabriel
Member
Join Date: Jan 2014
Location: United States
Old 06-25-2014 , 19:15   Re: Critical Hit Modifier
Reply With Quote #259

So I sent my server to have 60% crits. But it breaks all weapons that use crits. Kritzkrieg, Demo Shield Charge, etc. Even CP caps and RTD crits don't work properly. I don't wanna set it to 100% crits though.

Anyway to get it so these weapons/events will have properly working crits but the rest of the server will just have the set percentage?
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Phaiz
AlliedModders Donor
Join Date: Feb 2014
Location: USA
Old 11-05-2014 , 21:06   Re: Critical Hit Modifier
Reply With Quote #260

I am not sure why but enabling this plugin now forces a server restart. Having it loaded and not enabled does nothing, however turning it on with these in the cfg

sm_crits_enabled 1
sm_crits_chance 1.00

will cause it to restart the server after a weapon is fired.

I am using this to take its place and it is working fine
https://forums.alliedmods.net/showthread.php?t=188551
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