[L4D2] Melee Range (2.0) [21-Apr-2024]
15 Attachment(s)
Related Plugins:
About:
Thanks:
Admin Commands: (requires "z" flag) PHP Code:
Cvars: Saved to l4d2_melee_range.cfg in your servers \cfg\sourcemod\ folder. PHP Code:
Changes: Code:
2.0 (21-Apr-2024) Requirements:
Installation:
Updating from 1.4 or older:
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Re: [L4D2] Melee Range (1.0) [02-Oct-2019]
Very neat.
Too bad about the riotshield. I assume adding that weapon requires some kind of script? I remember way back in the day it seemed like that weapon was a seen a lot more. Something must've changed. |
Re: [L4D2] Melee Range (1.1) [03-Oct-2019]
my server has custom melee. I have to change frame 30 because animation of custom melee. But when i change this, other melee weapon was affected. Can you help me to change this for only custom melee :D
sry my bad english |
Re: [L4D2] Melee Range (1.2) [05-Feb-2020]
Code:
1.2 (05-Feb-2020) |
Re: [L4D2] Melee Range (1.5) [24-Sep-2020]
Code:
1.5 (24-Sep-2020) |
Re: [L4D2] Melee Range (1.5) [24-Sep-2020]
I've noticed an issue with all melee weapons. When you attack farther than the default melee range value it fails to play their respective hit sounds.
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Re: [L4D2] Melee Range (1.5) [24-Sep-2020]
Quote:
Edit: not sure how to go about this. Using games default range "70" the function sometimes says it hit when it didn't. Seems to emit sound but nothing can heard (using sound hook to check). The function doesn't return what's been hit and hooking every entity to detect seems overkill for what it's worth. The hit sound range is determined by the "melee_range" cvar so for example setting to 1000 will emit sound when hitting something far away even if the weapons range has been changed to 100 for example. Without being able to determine what's been hit or how far away, I cannot check if the sound should be emitted or not. Blocking the actual sound being emitted and re-emitting could work, but the hit world and hit flesh happen at different frames and somehow the game determines if the flesh or world sound should play and in this case you hear both world and flesh sound. |
Re: [L4D2] Melee Range (1.5) [24-Sep-2020]
how game convar melee_range work?it is min range or scaled by proportionally to weapon? im confuses for choose cvar or plugins,i have idea to add melee range for Compensating delay
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Re: [L4D2] Melee Range (1.5) [24-Sep-2020]
The convar melee_range affects all melee weapons. This plugin lets you customize the range for individual melee types.
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Re: [L4D2] Melee Range (1.5) [24-Sep-2020]
looks melee_range is all melee shared range,but difference is swing route and swing speed,works great but plugins default 150 is over powered,also i cant measure it to a reasonable range
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