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knockback factor on guns
Posted: 08 Sep 2018, 09:57
by Rain1153
Can we set knockback of default guns like in zp?
Re: knockback factor on guns
Posted: 08 Sep 2018, 10:56
by czirimbolo
it would be nice if we could set something like this: higher level = more powerful knockback
Re: knockback factor on guns
Posted: 08 Sep 2018, 11:34
by Raheem
Yes, you can search for any plugin that change weapons default knockback. It should work without problems with our Mod.
Re: knockback factor on guns
Posted: 09 Sep 2018, 03:13
by Rain1153
czirimbolo wrote: ↑5 years ago
it would be nice if we could set something like this: higher level = more powerful knockback
I can try it if i find that plugin
Re: knockback factor on guns
Posted: 09 Sep 2018, 03:26
by Rain1153
But there is a default zm knockback factor on ze what about it?
Re: knockback factor on guns
Posted: 09 Sep 2018, 04:46
by Rain1153
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?
Re: knockback factor on guns
Posted: 09 Sep 2018, 10:04
by Raheem
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: 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.
Re: knockback factor on guns
Posted: 09 Sep 2018, 11:27
by Rain1153
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)
Re: knockback factor on guns
Posted: 09 Sep 2018, 11:52
by Raheem
If you need to disable the Mod knockback:
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
}
Replace it with:
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
}
Compile and try.
Re: knockback factor on guns
Posted: 09 Sep 2018, 12:45
by Rain1153
can we make it affect crocuhed zm too? but a little lessened!
Re: knockback factor on guns
Posted: 09 Sep 2018, 13:05
by Raheem
This what Set_Knockback() stock does but you don't need it.
Re: knockback factor on guns
Posted: 09 Sep 2018, 13:21
by Rain1153
and sv crashes sometimes reason: Segmentation fault (core dumped)
Re: knockback factor on guns
Posted: 09 Sep 2018, 16:06
by Raheem
This edit cannot crash the server, maybe the plugin u added.
U speak generally that ur server crashing or after this edit?
Re: knockback factor on guns
Posted: 09 Sep 2018, 16:28
by Rain1153
yeah it crashed as soon as the map changed after the edit but nothing is happening now thanks
Re: knockback factor on guns
Posted: 09 Sep 2018, 16:32
by Raheem
So this issue resolved?
Re: knockback factor on guns
Posted: 10 Sep 2018, 03:03
by Rain1153
Yes if i find a problem i'll make you know
Re: knockback factor on guns
Posted: 11 Sep 2018, 15:41
by Rain1153
raheem humans can shoot zms before the realease of zms can u help?
Re: knockback factor on guns
Posted: 13 Sep 2018, 06:00
by Rain1153
@raheem