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Remove slow down when player hurt


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Little Endian
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Join Date: Jan 2018
Old 01-26-2018 , 13:27   Remove slow down when player hurt
Reply With Quote #1

Hi,

I would like to get your input on this. I am writing a mod for CSGO in the vein of the ZM.
By default in CSGO, every time a player gets hurt, it automatically slows him and this puts zombies at a huge disadvantage (they can't approach the survivors easily).
I would like to remove that effect.
I tried pre-hooking player_hurt and returning Plugin_Handled but it doesn't seem to work.

Do you guys have any idea how I could manage to do this?

Thanks in advance.

Last edited by Little Endian; 01-26-2018 at 21:21.
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hmmmmm
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Join Date: Mar 2017
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Old 01-26-2018 , 14:31   Re: Remove slowing down when player hurt
Reply With Quote #2

Theres a hidden convar called mp_tagging_scale. Set it to 0 and it should stop them from being "tagged".
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Franc1sco
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Location: Spain (Madrid)
Old 01-26-2018 , 14:47   Re: Remove slowing down when player hurt
Reply With Quote #3

sm_cvar mp_tagging_scale "20"

Info here: https://forums.alliedmods.net/showthread.php?t=261392
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_GamerX
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Old 01-26-2018 , 19:00   Re: Remove slowing down when player hurt
Reply With Quote #4

Quote:
Originally Posted by Franc1sco View Post
sm_cvar mp_tagging_scale "20"

Info here: https://forums.alliedmods.net/showthread.php?t=261392
Is possible this to custom player not for all?
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CamerDisco
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Old 01-26-2018 , 20:55   Re: Remove slowing down when player hurt
Reply With Quote #5

Quote:
Originally Posted by _GamerX View Post
Is possible this to custom player not for all?
Did you try https://sm.alliedmods.net/new-api/co...endConVarValue ?
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Little Endian
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Join Date: Jan 2018
Old 01-26-2018 , 21:21   Re: Remove slow down when player hurt
Reply With Quote #6

Thank you all very much for your answers.

At the time of writing this, it didn't work on my server. What I've tried so far:
  • putting sm_cvar mp_tagging_scale "0" in server.cfg
  • putting sm_cvar mp_tagging_scale "0" in gamemode_competitive_server.cfg
  • putting sm_cvar mp_tagging_scale "0" in sourcemod/sourcemod.cfg
  • putting mp_tagging_scale "0" in sourcemod/sourcemod.cfg
  • directly typing sm_cvar mp_tagging_scale "0". Replies with [SM] Changed cvar "mp_tagging_scale" to "0" but does not actually remove tagging

Last edited by Little Endian; 01-26-2018 at 21:24.
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Franc1sco
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Old 01-26-2018 , 21:41   Re: Remove slow down when player hurt
Reply With Quote #7

Quote:
Originally Posted by Little Endian View Post
Thank you all very much for your answers.

At the time of writing this, it didn't work on my server. What I've tried so far:
  • putting sm_cvar mp_tagging_scale "0" in server.cfg
  • putting sm_cvar mp_tagging_scale "0" in gamemode_competitive_server.cfg
  • putting sm_cvar mp_tagging_scale "0" in sourcemod/sourcemod.cfg
  • putting mp_tagging_scale "0" in sourcemod/sourcemod.cfg
  • directly typing sm_cvar mp_tagging_scale "0". Replies with [SM] Changed cvar "mp_tagging_scale" to "0" but does not actually remove tagging
Try with value 20 or 7
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Little Endian
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Old 01-26-2018 , 22:16   Re: Remove slow down when player hurt
Reply With Quote #8

Quote:
Originally Posted by Franc1sco View Post
Try with value 20 or 7
You are absolutely right. I thought this was the other way around. Higher values decrease the tagging. Thanks for that!

The only way I got it working as of now is with sm_rcon though (sm_rcon sm_cvar mp_tagging_scale 20). I'm looking for a more durable solution (i.e. cfg files).
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Franc1sco
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Old 01-26-2018 , 22:20   Re: Remove slow down when player hurt
Reply With Quote #9

Quote:
Originally Posted by Little Endian View Post
You are absolutely right. I thought this was the other way around. Higher values decrease the tagging. Thanks for that!

The only way I got it working as of now is with sm_rcon though (sm_rcon sm_cvar mp_tagging_scale 20). I'm looking for a more durable solution (i.e. cfg files).
sm_cvar mp_tagging_scale 20 into cfg/sourcemod/sourcemod.cfg never fail.
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Little Endian
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Old 01-26-2018 , 22:37   Re: Remove slow down when player hurt
Reply With Quote #10

Something must have been tampering with the cvar. I rebooted my server and it now works like a charm! Thanks!

While I'm at it, I saw a post on Reddit:

Quote:
But that 5% original speed reduction is overridden by the FlinchVelocityModifierLarge and FlinchVelocityModifierSmall values in each weapon scripts. You get a higher percentage of original movement speed lost after being hit, not a measly 5%.

You can already increase tagging without this hidden command. Tagging slowdown for each weapon is controlled by its respective weapon script's FlinchVelocityModifierLarge and FlinchVelocityModifierSmall values.

FlinchVelocityModifierLarge controls the amount of slowdown when shot in the head,chest,arm, abdomen/pelvis whilst FlinchVelocityModifierSmall controls the slowdown from being shot in the legs. The lower the value given, the higher the velocity penalty from being shot. If you reduce the number to 0.10 you get very heavy 1.6 style tagging.

Also not many people know this about GO where if you get tagged the acceleration straight after becomes much slower than normal. In spite what everyone says about GO's acceleration being faster than 1.6/Source, the acceleration after tagging is a special case and is in fact much slower than 1.6/CSS accleration. cl_showpos 1 shows this. It's the rather high values given to FlinchVelocityModifierLarge and FlinchVelocityModifierSmall that gives GO it's rather weak tagging which by the way CSS has as well despite that game having slower 1.6 style acceleration.
Have you already explored this possibility? While sm_cvar mp_tagging_scale does seem to work pretty well, I feel like there is still a bit a drag. Might it be because of it? Values of sm_cvar mp_tagging_scale above 20 don't seem to lower it any further (tried up to 255).
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