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Weapon Health


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joropito
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Old 09-12-2009 , 10:24   Re: Weapon Health
Reply With Quote #11

Quote:
Originally Posted by KadiR View Post
But I will need models for on-ground broken guns. That was my idea.
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dragoshx77
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Old 09-13-2009 , 10:36   Re: Weapon Health
Reply With Quote #12

Great idea and it's very usefull! Keep up the great job!
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Old 09-13-2009, 11:15
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hleV
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Old 09-14-2009 , 09:49   Re: Weapon Health
Reply With Quote #13

LOL, nice idea.
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alias_retaer
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Old 09-14-2009 , 10:02   Re: Weapon Health
Reply With Quote #14

Nice idea.
Hope to advance the plugin soon ... i want to full use it.
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Hawk552
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Old 09-20-2009 , 15:09   Re: Weapon Health
Reply With Quote #15

This plugin is well done.

If you would like any information regarding possible adjustments you could make or things you could do to make this better, please feel free to post here or PM me.

Approved.
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joropito
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Old 09-22-2009 , 00:03   Re: Weapon Health
Reply With Quote #16

Quote:
Originally Posted by Hawk552 View Post
This plugin is well done.

If you would like any information regarding possible adjustments you could make or things you could do to make this better, please feel free to post here or PM me.

Approved.
Thanks Hawk.

Updated!

Changes:
* v1.5
- Changed attack management
- Improved attack blocking
- Added per-weapon health/damage
- Added levels for damage (Normal, Malfunction, Bad aim, Unstable/Explosive, Broken)
- Added sparks!
- Added on/off cvar


I know there's things to improve but I would be gratefull if anyone can help me to this:

- Check if I'm using the right calls and functions (and show me what I'm doing wrong)
- Detect when someone hits a gun in hand (not on ground)
- Some ideas

Thanks to all
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Last edited by joropito; 09-22-2009 at 00:05.
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ot_207
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Old 09-22-2009 , 04:48   Re: Weapon Health
Reply With Quote #17

Well if a gun is hit when the player has it in his hands is hard to do but I will show you what to do.

The main idea is to use func_breakable entities for every player.
This entity needs to be created when the player switches weapons, and you need to set it HP and all the properties needed.
The problems is that this entity needs to think a lot because you need to update its origin based on the player angles/origin.

You need to do something like this, the difference it that you need to update the entity size when a player switches weapons and remember the health of each weapon.
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Last edited by ot_207; 09-22-2009 at 04:55.
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joropito
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Old 09-22-2009 , 12:01   Re: Weapon Health
Reply With Quote #18

Quote:
Originally Posted by ot_207 View Post
Well if a gun is hit when the player has it in his hands is hard to do but I will show you what to do.

The main idea is to use func_breakable entities for every player.
This entity needs to be created when the player switches weapons, and you need to set it HP and all the properties needed.
The problems is that this entity needs to think a lot because you need to update its origin based on the player angles/origin.

You need to do something like this, the difference it that you need to update the entity size when a player switches weapons and remember the health of each weapon.
The problem is to get de correct size of weapons.
AFAIK weapons has a size of {0,0,0} when they spawn.
Maybe I have to make an array with those sizes...

Thanks OT, I will check and try it.
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Dr.G
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Join Date: Nov 2008
Old 09-22-2009 , 20:51   Re: Weapon Health
Reply With Quote #19

I had an idea about something like this, but never got it done. Good job, t looks very good! k+
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joropito
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Old 10-04-2009 , 12:36   Re: Weapon Health
Reply With Quote #20

About this

Quote:
Originally Posted by ot_207 View Post
Well if a gun is hit when the player has it in his hands is hard to do but I will show you what to do.

The main idea is to use func_breakable entities for every player.
This entity needs to be created when the player switches weapons, and you need to set it HP and all the properties needed.
The problems is that this entity needs to think a lot because you need to update its origin based on the player angles/origin.
I've tried this options

* created entity func_breakable, solid_bbox, movetype_fly, model w_*
Result: I can shoot it in almost every point of model.
Problem: It's hard to find and follow the correct location of the weapon holded by player (I know about models p_*)

[IMG]http://img18.**************/img18/462/opt1b.th.jpg[/IMG]

* created entity func_breakable, solid_bbox, movetype_fly, model p_*
Result: I can't shoot it. It seems that you can shoot only on bones. I've tried tracemodel to see if there's another way to manage damage but the trace doesn't hit this entity...

* created entity func_breakable, movetype_follow, model w_*
Result: Bad origin. I can shoot it.

* created entity func_breakable, movetype_follow, model p_*
Result: Perfect origin but I can't shoot it, neither on bones.

[IMG]http://img183.**************/img183/1298/opt2y.th.jpg[/IMG]


I think the first option it's the best to manage damage but not as good to manage movements.
I ran out of ideas and I don't want to make new p_* models with more bones or something like that.

Any help?
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Last edited by joropito; 10-04-2009 at 12:43.
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