knockback factor on guns
-
- Veteran Member
- Posts: 598
- Joined: 7 years ago
- Contact:
it would be nice if we could set something like this: higher level = more powerful knockback
Yes, you can search for any plugin that change weapons default knockback. It should work without problems with our Mod.
He who fails to plan is planning to fail
I can try it if i find that pluginczirimbolo wrote: ↑5 years ago it would be nice if we could set something like this: higher level = more powerful knockback
LOL
https://forums.alliedmods.net/showthread.php?t=165075
i tried this one well it worked when zm weren't released but when they were released! the knockback factors from ze.cfg was automatically used any fixes?
i tried this one well it worked when zm weren't released but when they were released! the knockback factors from ze.cfg was automatically used any fixes?
LOL
The knockback we add is addtion to the original one, we don't replace old one by ours. Still based on weapons. You can try:
One more thing, in ze_core.sma you may need to remove this line:
You can also at
ze_zombie_knockback 1.0
One more thing, in ze_core.sma you may need to remove this line:
set_member(iVictim, m_flVelocityModifier, 1.0)
You can also at
Fw_TakeDamage_Post()
(ze_core.sma) remove the extra knockback.He who fails to plan is planning to fail
didnt work
You can also at Fw_TakeDamage_Post() (ze_core.sma) remove the extra knockback. tried this then the normal mod came up lol
also i didnt get this
set_member(iVictim, m_flVelocityModifier, 1.0)
You can also at Fw_TakeDamage_Post() (ze_core.sma) remove the extra knockback. tried this then the normal mod came up lol
also i didnt get this
set_member(iVictim, m_flVelocityModifier, 1.0)
LOL
If you need to disable the Mod knockback:
1. Go to ze_core.sma and then find:
1. Go to ze_core.sma and then find:
- public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
- {
- // Not Vaild Victim or Attacker so skip the event (Important to block out bounds errors)
- if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
- return HC_CONTINUE
- // Set Knockback here, So if we blocked damage in TraceAttack event player won't get knockback (Fix For Madness)
- if (g_bIsZombie[iVictim] && !g_bIsZombie[iAttacker])
- {
- // Remove Shock Pain
- set_member(iVictim, m_flVelocityModifier, 1.0)
- // Set Knockback
- static Float:flOrigin[3]
- get_entvar(iAttacker, var_origin, flOrigin)
- Set_Knockback(iVictim, flOrigin, get_pcvar_float(g_pCvarZombieKnockback), 2)
- }
- return HC_CONTINUE
- }
- public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
- {
- // Not Vaild Victim or Attacker so skip the event (Important to block out bounds errors)
- if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
- return HC_CONTINUE
- // Set Knockback here, So if we blocked damage in TraceAttack event player won't get knockback (Fix For Madness)
- if (g_bIsZombie[iVictim] && !g_bIsZombie[iAttacker])
- {
- // Remove Shock Pain
- //set_member(iVictim, m_flVelocityModifier, 1.0)
- // Set Knockback
- //static Float:flOrigin[3]
- //get_entvar(iAttacker, var_origin, flOrigin)
- //Set_Knockback(iVictim, flOrigin, get_pcvar_float(g_pCvarZombieKnockback), 2)
- }
- return HC_CONTINUE
- }
He who fails to plan is planning to fail
This what Set_Knockback() stock does but you don't need it.
He who fails to plan is planning to fail
This edit cannot crash the server, maybe the plugin u added.
U speak generally that ur server crashing or after this edit?
U speak generally that ur server crashing or after this edit?
He who fails to plan is planning to fail
yeah it crashed as soon as the map changed after the edit but nothing is happening now thanks
LOL
Create an account or sign in to join the discussion
You need to be a member in order to post a reply
Create an account
Not a member? register to join our community
Members can start their own topics & subscribe to topics
It’s free and only takes a minute
Sign in
Who is online
Users browsing this forum: No registered users and 3 guests