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[TF2] detecting if the current shot is critical or not


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_KaszpiR_
AMX Mod X Beta Tester
Join Date: Feb 2004
Location: Warsaw, Poland
Old 03-29-2009 , 16:21   [TF2] detecting if the current shot is critical or not
Reply With Quote #1

Hey,
I'm trying to detect in game if the currently performed shot (for example rocket) is set as critical or not.
I know game generates those randomly, and I know there is a function to set up shot as critical - I've got a wroking script to change the chanses of the critical shots ( yea, 100% means crits only ;D )

Tried with player_shoot but I feel like it's not hookable in TF2 (I haven't tried actually, though, just some event scritp detector just not triggers as it should disring player_shoot)

I need that to count how many critical shots player performed for statistical measurments.
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Last edited by _KaszpiR_; 03-29-2009 at 16:23.
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CrimsonGT
Veteran Member
Join Date: Oct 2007
Location: Gainesville, FL
Old 03-29-2009 , 16:30   Re: [TF2] detecting if the current shot is critical or not
Reply With Quote #2

I believe theres a m_bCritical netprop that is set when a shot is critical. There is no weapon_fire or player_shoot in TF2 though. The best option is using TF2_CalcIsAttackCritical.
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_KaszpiR_
AMX Mod X Beta Tester
Join Date: Feb 2004
Location: Warsaw, Poland
Old 03-29-2009 , 16:36   Re: [TF2] detecting if the current shot is critical or not
Reply With Quote #3

TF2_CalcIsAttackCritical is just for setting the critical shot or not
it does not show if the current shot is critical or not - ried with debug messages:

PHP Code:
public Action:TF2_CalcIsAttackCritical(clientweaponString:weaponname[], &bool:result)
{
    if(
b_critenabled && crits_enabled[client])
    { 
//is plugin enabled?
#if defined DEBUG
        
new String:name[MAX_NAME_LENGTH]
        
GetClientName(clientnamesizeof(name))
#endif 
        
new Float:r=GetRandomFloat(0.01.0);
        if ( 
crits_percent[client]) // if the generated random number is less than percent then set the crit, so 1.0 means always make crit, 0.0 means never crit
        
{
#if defined DEBUG
          
PrintToChat(client"RAW %s : r=%f cp=%f => %d"namer,crits_percent[client],FloatCompare(r,crits_percent[client]))
#endif 
          
result true;

        }
        else {
#if defined DEBUG
          
PrintToChat(client"RAW %s : r=%f cp=%f => %d"namer,crits_percent[client],FloatCompare(r,crits_percent[client]))
#endif 
          
result false;
        }

        if(
result
        {
            
crits_count[client]++
        }
        else 
        {
            
nocrits_count[client]++
        }

#if defined DEBUG2
          
PrintToChat(client"+CRIT/NOCRITS: %d / %d"crits_count[client],nocrits_count[client] )
#endif 

        
return Plugin_Handled;

}
    if(
result)
    {
        
crits_count[client]++
    }
    else 
    {
        
nocrits_count[client]++
    }
#if defined DEBUG2
          
PrintToChat(client"-CRIT/NOCRITS: %d / %d / %b"crits_count[client],nocrits_count[client], result )
#endif 


    
return Plugin_Continue;


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MikeJS
Senior Member
Join Date: Nov 2008
Old 03-29-2009 , 16:43   Re: [TF2] detecting if the current shot is critical or not
Reply With Quote #4

He means use it as a substitute for weapon_fire/player_shoot.
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_KaszpiR_
AMX Mod X Beta Tester
Join Date: Feb 2004
Location: Warsaw, Poland
Old 03-29-2009 , 17:36   Re: [TF2] detecting if the current shot is critical or not
Reply With Quote #5

hmm could you be more specific?
(my first sm plugin, i was writing ppreviously in amxmodx)
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MikeJS
Senior Member
Join Date: Nov 2008
Old 03-29-2009 , 18:01   Re: [TF2] detecting if the current shot is critical or not
Reply With Quote #6

I have no clue how you'd do it, sorry (maybe CTEFireBullets?)
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_KaszpiR_
AMX Mod X Beta Tester
Join Date: Feb 2004
Location: Warsaw, Poland
Old 03-29-2009 , 18:10   Re: [TF2] detecting if the current shot is critical or not
Reply With Quote #7

hmm I guess I gonna resign from this, then
just wanted to get some stats for tests, but I guess its too much hassle to implement it.

thanks for the answers.
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