Raised This Month: $51 Target: $400
 12% 

SuperNades - Modify HE Damage and Radius


Post New Thread Reply   
 
Thread Tools Display Modes
L. Duke
Veteran Member
Join Date: Apr 2005
Location: Walla Walla
Old 06-02-2008 , 15:18   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #11

Quote:
Originally Posted by teh_l33tz0r View Post
Here's an attempted eventscripts version (python) if you want to take a look...this crashes the server though because it's trying to force the kills to not come up as skull kills (which is what im looking for). You add the user by typing add_user steamid

#
<SNIP>
That looks like a lot of meaningless garbage to anyone not using ES. As I said in the last post, it would be very easy to change the actual damage (hence no skulls) by hooking TraceAttack and modifying the damage, which can easily be done with the hooker extension I linked to.
__________________
"Good grammar is essential, Robin."
- Batman
L. Duke is offline
teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-02-2008 , 23:50   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #12

Well i'll give that a shot! Thanks!
teh_l33tz0r is offline
Sgt-Mess
Senior Member
Join Date: Dec 2007
Location: Sway Side,WA
Old 06-03-2008 , 01:39   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #13

Can you add an option to remove the flames from the nades. But this is great allot of fun to have on our server.
Sgt-Mess is offline
Send a message via AIM to Sgt-Mess
teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-03-2008 , 03:39   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #14

Ok, I can see how that would be helpful however i have no experience with scripting sourcemod plugins if anyone can help me out?
teh_l33tz0r is offline
Exino
Junior Member
Join Date: Mar 2008
Old 06-03-2008 , 03:44   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #15

Well... depends on how much energy you want to put into but...
http://wiki.alliedmods.net/Introduction_to_SourcePawn
http://wiki.alliedmods.net/Introduct...rceMod_Plugins

API Reference - http://docs.sourcemod.net/api/
Exino is offline
teh_l33tz0r
Member
Join Date: Jun 2008
Old 06-03-2008 , 04:49   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #16

Oh dear haaha, it's all so confusing
teh_l33tz0r is offline
XARIUS
SourceMod Donor
Join Date: May 2008
Location: Atlanta, GA
Old 06-08-2008 , 12:21   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #17

Is this plugin working for anyone else? I'm just getting 0 damage from the nades. (yes the extension is intalled). I see the flames on the nade, but zilch for damage. =/

Edit: sorry, works fine! Thank you!

Last edited by XARIUS; 06-08-2008 at 13:16.
XARIUS is offline
Sgt-Mess
Senior Member
Join Date: Dec 2007
Location: Sway Side,WA
Old 06-09-2008 , 19:19   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #18

The radius and damage multiplier seem to not always work. When trying to run some test on my server with the cvars i'll change the multiplier up and down because I still havn't found a setting that I like.

But sometimes when I change it to lets say sm_supernades_radius 1.0

And then sm_supernades_damage 1.2. When I apply these settings it seems the multipliers get set back to default. Is it because 1.2 damage is not supported. So are these the only ones supported 0.5, 1.0, 1.5, 2.0 ect.

And as I said in my Last post I was hopping you would qoute me to tell me you were working on adding a cvar to remove the flame effects. I would suggest removing the flame effect only because its sometimes give a horrible sound glitch. Which you can here the sound of fire forever until map change.

Im sure you might be aware of some of these errors but I just thought I would mention them if you didn't.
Sgt-Mess is offline
Send a message via AIM to Sgt-Mess
XARIUS
SourceMod Donor
Join Date: May 2008
Location: Atlanta, GA
Old 06-09-2008 , 22:48   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #19

I'm willing to bet if you removed

Code:
IgniteEntity(edict, 5.0);
.. and recompile, that would get rid of the flames.
XARIUS is offline
Sgt-Mess
Senior Member
Join Date: Dec 2007
Location: Sway Side,WA
Old 06-11-2008 , 06:10   Re: SuperNades - Modify HE Damage and Radius
Reply With Quote #20

Quote:
Originally Posted by XARIUS View Post
I'm willing to bet if you removed

Code:
IgniteEntity(edict, 5.0);
.. and recompile, that would get rid of the flames.
Works wonderfully thanks. But I still think It would be a good idea to add a cvar.

Last edited by Sgt-Mess; 06-25-2008 at 09:05.
Sgt-Mess is offline
Send a message via AIM to Sgt-Mess
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 13:33.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode