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Weapon Balance Mod


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MPNumB
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Join Date: Feb 2007
Location: Lithuania
Old 03-16-2014 , 10:44   Re: Weapon Balance Mod
Reply With Quote #21

Code:
if( !g_bDoubleShot )
{
 ...
}
else
{
 set_pdata_float(iEnt, m_flNextPrimaryAttack, 2.00, 4);
 set_pdata_float(iEnt, m_flNextSecondaryAttack, 2.00, 4);
}
However that is useless, since players can re-deploy the shotgun (pressing Q twice) and delay will become 0.75 anyways
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Last edited by MPNumB; 03-16-2014 at 10:45.
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wicho
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Old 03-16-2014 , 20:31   Re: Weapon Balance Mod
Reply With Quote #22

I try this and work but in normal shot no in double shot.

Last edited by wicho; 03-16-2014 at 20:41.
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MPNumB
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Old 03-17-2014 , 00:02   Re: Weapon Balance Mod
Reply With Quote #23

Code:
if( !g_bDoubleShot )
{
  if( g_iOldClip>1 &&  get_pcvar_num(g_iCvarShotGunDoubleShot) && pev(g_iShotgunOwner,  pev_button)&IN_ATTACK2 )
 {
  ...
  set_pdata_float(iEnt, m_flNextPrimaryAttack, 2.00, 4);
  set_pdata_float(iEnt, m_flNextSecondaryAttack, 2.00, 4);
 }
}
Try this one. But again. Players can bypass it, by re-deploying the weapon (Q twice).
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wicho
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Old 03-17-2014 , 00:35   Re: Weapon Balance Mod
Reply With Quote #24

You mean change this part?

PHP Code:
set_pdata_float(iEntm_flNextPrimaryAttack0.04);
set_pdata_float(iEntm_flNextSecondaryAttack0.04); 
to this:

PHP Code:
set_pdata_float(iEntm_flNextPrimaryAttack2.04);
set_pdata_float(iEntm_flNextSecondaryAttack2.04); 
if is this dont work i mean i shot normal with both (normal shot and double shot)..

Last edited by wicho; 03-17-2014 at 18:39.
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MPNumB
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Old 03-18-2014 , 02:24   Re: Weapon Balance Mod
Reply With Quote #25

No. At the end of that { }, add what I wrote.
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Last edited by MPNumB; 03-18-2014 at 02:25.
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wicho
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Old 03-30-2014 , 17:52   Re: Weapon Balance Mod
Reply With Quote #26

Thx, i have another question if i want to use the double shot on attack2 (i mean when player press right click use the double shot, i dont want to hold down secondary attack and then press primary attack to use it) i can change to secondary attack right? or i need to use CmdStart?

this is fine?

PHP Code:
public OnCmdStart(iduc_handleseed
{   
      if ( ! 
is_user_alive(id) )
        return;

        static 
buttonsoldbuttons
        buttons 
get_uc(uc_handleUC_Buttons);
        
oldbuttons pev(idpev_oldbuttons);
      
        if( ( 
buttons IN_ATTACK2 ) && !( oldbuttons IN_ATTACK2 ) ) 
        {
    
        static 
iEnt
        iEnt 
find_ent_by_owner(-1"weapon_m3"id)

        if( 
g_iOldClip>get_pdata_int(iEntm_iClip4) )
     {
        
g_fLastAttack[g_iShotgunOwner] = (get_gametime()+0.5);
        
        if( !
g_bDoubleShot )
            {
            if( 
g_iOldClip>&& get_pcvar_num(g_iCvarShotGunDoubleShot) && pev(g_iShotgunOwnerpev_button)&IN_ATTACK2 && g_bHasUltraM3[g_iShotgunOwner])
            {                
                static 
Float:s_fAngleDifferenceFloat:s_fOldAngle;
                
set_pdata_float(iEntm_flNextPrimaryAttack0.04);
                
set_pdata_float(iEntm_flNextSecondaryAttack0.04);
                
set_pev(g_iShotgunOwnerpev_punchangleg_fBackupAngle);
                
s_fOldAngle g_fBackupAngle[0];
                
g_bDoubleShot true;
                
ExecuteHamB(Ham_Weapon_PrimaryAttackiEnt);
                
g_bDoubleShot false;
                
pev(g_iShotgunOwnerpev_punchangleg_fBackupAngle);
                
s_fAngleDifference = (g_fBackupAngle[0]-s_fOldAngle);    
                
set_pdata_float(iEntm_flNextPrimaryAttack2.004);
                
set_pdata_float(iEntm_flNextSecondaryAttack2.004);
                if( 
g_fBackupAngle[0]>-25.0 && g_fBackupAngle[0]<0.0 )
                {
                    
s_fAngleDifference *= 2.1;
                    
g_fBackupAngle[0] = (s_fOldAngle+s_fAngleDifference);
                    if( 
g_fBackupAngle[0]<-25.0 )
                        
g_fBackupAngle[0] = -25.0;
                    
set_pev(g_iShotgunOwnerpev_punchangleg_fBackupAngle);
                }
                
                }
            }            
        }
    }


Last edited by wicho; 03-30-2014 at 19:30.
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MPNumB
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Old 04-06-2014 , 06:51   Re: Weapon Balance Mod
Reply With Quote #27

What? Well you can use secondary attack as a fire selector, but making it perform a double shot all by itself will mess up the firing animation.

// EDIT:

Updated to 1.7
Added: glock_recoil cvar to enable or disable glock recoil.
Fixed: Ability to move during freezetime.

(105 downloads reset)
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
My approved plugins what don't show up in Approved List:
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* HotVision
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Last edited by MPNumB; 05-15-2014 at 09:38.
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MPNumB
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Old 06-22-2014 , 06:48   Re: Weapon Balance Mod
Reply With Quote #28

Updated to 1.8
Fixed: Scout delay between empty clicking sound and reload.

(26 downloads reset)
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
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Need help? Please check this documentation first.

Last edited by MPNumB; 06-22-2014 at 06:49.
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Backstabnoob
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Old 06-22-2014 , 06:50   Re: Weapon Balance Mod
Reply With Quote #29

Good job as always.

Approved.
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MPNumB
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Join Date: Feb 2007
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Old 06-22-2014 , 07:12   Re: Weapon Balance Mod
Reply With Quote #30

Thanks.
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
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___
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