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Critical Hit Modifier


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AnAkIn
Junior Member
Join Date: Jan 2007
Old 06-10-2008 , 10:00   Re: Critical Hit Modifier
Reply With Quote #101

The plugin doesn't work any more with the last SourceMod version.

I had to take the TF2 extensions files of the previous version I had (dunno which one), and I replaced the new ones by those, and now it works fine...
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 06-10-2008 , 11:13   Re: Critical Hit Modifier
Reply With Quote #102

"the last SourceMod version" means nothing, since there are 3 different SourceMod versions. I think the stable one (1.0.2) doesn't have the crit calc function, I'm not sure if 1.0.3 does but I do think 1.1.0 does.
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AnAkIn
Junior Member
Join Date: Jan 2007
Old 06-10-2008 , 14:46   Re: Critical Hit Modifier
Reply With Quote #103

I mean 1.0.2 by last one...
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Dominator
Senior Member
Join Date: Mar 2008
Old 06-10-2008 , 15:44   Re: Critical Hit Modifier
Reply With Quote #104

yea, guys that are using the new release version of sourcemod and not the snapshot, take the file from the snapshot addons>sourcemod>extentions>auto.2.ep2>game.t f2.ext.so

Just replace that, restart the server and it works fine, create a back up though just in case.
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r3dh3adkid
Senior Member
Join Date: Apr 2008
Location: Georgia
Old 06-11-2008 , 00:31   Re: Critical Hit Modifier
Reply With Quote #105

Not sure if this has been fixed I think it was supposed to be fixed, if so it may be broken again.

Whenever a medic heals someone (with anything) they get perm crits....

Probably just a problem on my end but I figured id see if anyone else was having the problem
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AnAkIn
Junior Member
Join Date: Jan 2007
Old 06-12-2008 , 06:10   Re: Critical Hit Modifier
Reply With Quote #106

Quote:
Originally Posted by AnAkIn View Post
I fixed it with the help of Tsunami's plugin which was logging the action numbers.

Replace:

Code:
if (GetConVarBool(crituber) && (GetEntProp(client, Prop_Send, "m_nPlayerCond") & 6144))
by

Code:
if (GetConVarBool(crituber) && (GetEntProp(client, Prop_Send, "m_nPlayerCond") & 2048))
It is just the 6144 which should be 2048.
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r3dh3adkid
Senior Member
Join Date: Apr 2008
Location: Georgia
Old 06-12-2008 , 07:13   Re: Critical Hit Modifier
Reply With Quote #107

guess thats what i get for quitting reading after the 5th page.

Sorry to have wasted you time!

Thanks AnAkIn
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 06-12-2008 , 18:34   Re: Critical Hit Modifier
Reply With Quote #108

A bug that I can easily recreate is with the Pyro's Flamethrower. Its only client side and I think the server or client gets confused with it being either crit or non-crit visual and sound. Sometimes no flames come out because of it.
Any fix to make it come out 100% crit or 0% crit? Keeping in mind I mean just the visual and sound of the crit, and not the actual damage.
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DJ Tsunami
DJ Post Spammer
Join Date: Feb 2008
Location: The Netherlands
Old 06-13-2008 , 07:39   Re: Critical Hit Modifier
Reply With Quote #109

The server can't change visual and sound, only the actual damage. So that should apply to all classes.
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 06-13-2008 , 19:13   Re: Critical Hit Modifier
Reply With Quote #110

The server -can- change the visual and sound.

For example, on my server only, when a sentry spots you, you hear the mgs alert sound instead.
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