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[L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]


  
 
 
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Earendil
Senior Member
Join Date: Jan 2020
Location: Spain
Old 04-12-2023 , 05:10   Re: [L4D & L4D2] Explosive Shots (v1.0.1) [30-Mar-2023]
Reply With Quote #9

Quote:
Originally Posted by Ruthless1 View Post
Q. Can this cause damage to players also?
Q. When you say "bullets can cause explosions with a chance of success", does that mean not all bullets in your weapon will shoot explosive ones?
Q. Is there a way of changing the % odds of getting explosive bullets? For example, set cvar to 40% chance of getting explosive bullets and so on. Being given random explosive bullets from time to time would be, in my opinion, better than either permanently on or off.
File data/l4d_explosiveshots.cfg:
Code:
        "weapon_pistol"
        {
            "dmg_zombies"   60.0    // Damage to zombies at the center of the explosion
            "dmg_humans"    1.80    // Damage to survivors at the center of explosion
            "radius"        0.0     // Distance (16 units = 1ft) where explosion stops dealing damage (if 0 is determined by dmg_zombies)
            "stun_special"  0.1     // Chance to stun, 1.0 = 100% of chance to stun
            "stun_witch"    0.07
            "stun_tank"     0.03
            "exp_chance"    0.5     // Chance that a shot of this weapon will cause an explosion (1.0 = 100% chance)
            "enabled"       0       // 0-> Explosive bullets disabled. 1-> Enabled 
        }
A: Yes, dmg_humans controls the damage that humans will receive.
A: Yes, exp_chance controls the chance that a bullet will explode being 0 -> no chance, 1 all bullets will explode, 0.5 only 50% of bullets will explode, and so on.
A: Yes but not from inside this plugin, other plugins can call the native L4D_ExplosiveShots_Set(int client, int mode) to activate/deactivate explosive shots on clients and override the explosion chances.
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Last edited by Earendil; 04-12-2023 at 05:10.
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