Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
SDFD
SF
SDF
DSF
SD
FSDF
SDG
SDG
SD
GSDG
combine combine these scripts with yours, the only thing missing was the impact of the bullet to push the animals back
I also found a problem, when trigger "takedamage" method, some script like "damage display" will occur statistics error. So I use "EntFire" method to trigger this, and it's useful.
BTW, I try to change the damage with 0.01, it"s effective without taking damage, but 0.001 is totally not working.
Hope for helpful :)
In the script, the event "infected_hurt" cannot return weapon's info, so you use "attacker.GetActiveWeapon().GetClassname()" to check the current weapon, but when using "stable m60" or "stable Gatling" of map, it also effective while you taking the awp. Besides, logically, when the witch hurt by blast or burning of you meanwhile you current weapon is awp, it's effective too, but it looks like the "hitgroup == 1" (headshot?) prevent this situation.
So, I change the judge to this:
...checking player, checking awp, checking hitgroup ...
local IsBullet = (params.type & DirectorScript.DMG_BULLET) > 0
local OnWeaponUse = (attacker.GetActiveWeapon().GetSequence() & 8) > 0
if (IsBullet && OnWeaponUse)
TakeDamage...;
......
It makes sure that the hurt source is shooting and current using weapon is main-weapon(awp).
BTW, the ammo type m60 is better choice, then using NetProp method to change ammo type to shotgun or others and give max ammo on "item_pickup" event. In this way, the awp can not only break CI but also has other gun's ammo amount, besides, also has snipers features like infinity penetration , won't affect other content whatever shotgun or m60.
In my Test, in NetProp "iAmmo" , the ammo-type only infect ammo amount, when changed, can normally use ammo spawn.
089
089
089
0890890
890890
8\089
089
089
089
089089089
0890890
80890
890
890
890
890
890890
780
780
78
0780
780
078078
078
078
078
0780
7967
967
9679
789
789
789
789789780780
780
679
679
i could do it very easily but meh i dont really make scripts that much anymore
dude you make some awesome mods
is the edited version i made, full credits to you of course