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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 10-14-2019 , 01:29   Re: [L4D & L4D2] Prototype Grenades (1.4) [10-Oct-2019]
Reply With Quote #28

Update coming soon with fixes for the above mentioned issues. Menu to select mode and some new grenade modes.


Quote:
Originally Posted by Dragokas View Post
How to differentiate damage done to common zombies (not specials) ?
I'm trying to hit zombie horde when horde runs next to a chemical grenade, but I can't even with extra high damage values.
Code:
		"damage_physics"		"0.2"		// Damage multiplier against Physics objects.
		"damage_special"		"0.2"		// Damage multiplier against Special Infected.
		"damage_survivors"		"0.1"		// Damage multiplier against Survivors.
		"damage_tank"			"0.1"		// Damage multiplier against the Tank.
		"damage_witch"			"0.1"		// Damage multiplier against the Witch.
		"damage"			"150.0"		// Amount of damage to deal each hit. Damage falls off over range.
		"damage_tick"			"0.5"		// How often to deal damage during the "effect_time".
		"effect_range"			"300.0"		// Distance the effect can influence.
Remember "Damage falls off over range". At 300 units away it will be 1 HP. The closer to the center the more damage. This would do 150.0 damage to common and 15.0 to survivors. This works nicely to kill the common instantly near center. I might use this for the default values.



Quote:
Originally Posted by Dragokas View Post
Also, plugin conflicts with gear_transfer. When you press LMB + RMB and somebody accidentally runs past you, you give him a grenade instead of switching the mode.
Menu will be added. Unless someone can recommend a good alternative key combination. Holding shoot + Use is bad because of interacting with objects. Reload key is also used by Gear Transfer.


Quote:
Originally Posted by Dragokas View Post
Also, it's very nice to see configs for default "stock" grenade mode, to be able to override them
This is something I'll write as an external plugin.
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