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[L4D REQ] Damage changer for weapons


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ShambleS
Senior Member
Join Date: Jul 2009
Old 09-05-2009 , 10:26   [L4D REQ] Damage changer for weapons
Reply With Quote #1

Hello..

I been looking at the cvars for hours now..
I cant see where i change the damage done by hunter rifes..

Could some one make a plugin with a cfg or cvars that get added to the server.cfg

Someting like.
xxx_Rifle_dmg = 90
xxx_m4_dmg = 45

excetera..
(maybe have close medium and long range.)

many thanx
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dave_with_beer_bottle
Senior Member
Join Date: Jul 2009
Old 09-05-2009 , 11:32   Re: [L4D REQ] Damage changer for weapons
Reply With Quote #2

you can change the weapon damage in /l4d/left4dead/scripts there is 18 weapon txt.files all the way at bottom ,so just open hunting rifle and enjoy yourself there ) or try this
Code:
WeaponData
{
    // Terror-specific Data --------------------
    "VerticalPunch"            "1.0"
    "SpreadPerShot"            "1"
    "MaxSpread"                "30"
    "SpreadDecay"            "5"
    "MinDuckingSpread"        "0"
    "MinStandingSpread"        "0.1"
    "MinInAirSpread"        "1.5"
    "MaxMovementSpread"        "15"
    "AddonAttachment"        "primary"


    // 360 Terror Data
    "MaxAutoAimDeflection1"            "6.0"
    "MaxAutoAimRange1"                "0"
    //This value determins how "big" a target is for auto aim. If a target is 10.0 units big then it is considered 10.0*scale.  
    //You can think about this value controlling a falloff value on distant targets, the smaller the value the harder it is to hit at a distance.
    "WeaponAutoAimScale"            "1.0"
    // End Terror-specific Data ----------------

    "MaxPlayerSpeed"        "550"
    "WeaponType"            "SniperRifle"
    "WeaponPrice"            "4200"
    "WeaponArmorRatio"        "1.45"
    "CrosshairMinDistance"        "5"
    "CrosshairDeltaDistance"    "3"
    "Team"                "CT"
    "BuiltRightHanded"        "1"
    "PlayerAnimationExtension"    "sg550"
    "MuzzleFlashScale"        "1.6"
    "MuzzleFlashStyle"        "CS_MUZZLEFLASH_X"
    "CanEquipWithShield"        "0"
    "NoiseFactor"             "350"
    
    "Rumble"            "2"
    
    // Weapon characteristics:
    "PenetrationNumLayers"        "10"
    "PenetrationPower"            "100"
    "PenetrationMaxDistance"    "0"    // none
    "CharacterPenetrationMaxDistance" "8192" // Shooting through infected is doesn't count against penetration count out to this range

    "Damage"            "200"
    "Range"                "15000"
    "RangeModifier"            "1.0"
    "Bullets"            "2"
    "CycleTime"            "0.10"
    "AccuracyDivisor"        "-1"
    "AccuracyOffset"        "0"
    "MaxInaccuracy"            "0"
    "TimeToIdle"            "1.0"
    "IdleInterval"            "60"
    
    // Weapon data is loaded by both the Game and Client DLLs.
    "printname"            "Hunting Rifle"
    "playermodel"        "models/w_models/weapons/w_sniper_mini14.mdl"

    "viewmodel"            "models/v_models/v_huntingrifle.mdl"
    "CharacterViewmodelAddon"
    {
        "NamVet"            "models/v_models/v_arm_namvet.mdl"
        "TeenGirl"            "models/v_models/v_arm_teengirl.mdl"
        "Manager"            "models/v_models/v_arm_manager.mdl"
        "Biker"                "models/v_models/v_arm_biker.mdl"
    }

    "anim_prefix"            "anim"
    "bucket"            "0"
    "bucket_position"        "0"

    "clip_size"            "45"
    
    "primary_ammo"            "AMMO_TYPE_HUNTINGRIFLE"
    "secondary_ammo"        "None"

    "weight"            "20"
    "item_flags"            "0"

    "LoadoutSlots"    "2"

    // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
    SoundData
    {
        "single_shot"        "HuntingRifle.Fire"
        "special3"            "HuntingRifle.Zoom"
    }

    // Weapon Sprite data is loaded by the Client DLL.
    TextureData
    {
        "weapon"
        {
                "font"        "L4D_WeaponsSmall"
                "character"    "+"
        }
        "weapon_s"
        {    
                "font"        "L4D_Weapons"
                "character"    "+"
        }
        "ammo"
        {
                "font"        "DebugFixed"
                "character"    "A"
        }
        "crosshair"
        {
                "file"        "sprites/crosshairs"
                "x"            "0"
                "y"            "48"
                "width"        "24"
                "height"    "24"
        }
        "autoaim"
        {
                "file"        "sprites/crosshairs"
                "x"            "0"
                "y"            "48"
                "width"        "24"
                "height"    "24"
        }
    }
    ModelBounds
    {
        Viewmodel
        {
            Mins    "-3 -3 -12"
            Maxs    "40 14 -1"
        }
        World
        {
            Mins    "-7 -8 -3"
            Maxs    "32 9 9"
        }
    }
}
in case you do not like my hunting rifle from hell
make a copy of the original weapon_hunting_rifle.txt,rename it to weapon_hunting_shityrifle or whatever
than just open the weapon_hunting_rifle.txt with notepad,notepad++ or whatever you use, delete everything in there and than
just copy and paste my file above and click save ,
restart server,
enjoy

Last edited by dave_with_beer_bottle; 09-05-2009 at 11:36.
dave_with_beer_bottle is offline
ShambleS
Senior Member
Join Date: Jul 2009
Old 09-05-2009 , 12:17   Re: [L4D REQ] Damage changer for weapons
Reply With Quote #3

thats no good because my server forces that the users have the same files.
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olj
Veteran Member
Join Date: Jun 2009
Old 09-06-2009 , 08:30   Re: [L4D REQ] Damage changer for weapons
Reply With Quote #4

Agree, changing weapon scripts wont give us anything, its the same as installing custom models, which would work only in singleplayer.

I think its possible though, because "player_hurt" event has "weapon" key, which can help us to detect what wepon is being used, and then modify damage depending on weapon type.

We can even check distance between attacker survivor and victim infected - to further modify damage depending on distance, however i personally find that default weapon settings is quite balanced already. So, maybe someone else will take this idea and make plugin.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 09-07-2009 , 04:11   Re: [L4D REQ] Damage changer for weapons
Reply With Quote #5

Is nobody using the search, ever? "sm_damage"
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dave_with_beer_bottle
Senior Member
Join Date: Jul 2009
Old 09-07-2009 , 21:48   Re: [L4D REQ] Damage changer for weapons
Reply With Quote #6

have you tried it ?? because it works on my server,its dealing bigger dmg as melee, having 45 bullets clip and always making biggest dmg to the tank and witch is soo easy with it(not like she is not with shotgun) but u don't have to go even close to her, i havent been touching the other weapons since i'm not really using them,but it works...at least on my server,so idk why it shouldn't work on yours..(its rented server from gameservers)

Last edited by dave_with_beer_bottle; 09-07-2009 at 21:54.
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