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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:
    1. public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
    2. {
    3.     // Not Vaild Victim or Attacker so skip the event (Important to block out bounds errors)
    4.     if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
    5.         return HC_CONTINUE
    6.    
    7.     // Set Knockback here, So if we blocked damage in TraceAttack event player won't get knockback (Fix For Madness)
    8.     if (g_bIsZombie[iVictim] && !g_bIsZombie[iAttacker])
    9.     {
    10.         // Remove Shock Pain
    11.         set_member(iVictim, m_flVelocityModifier, 1.0)
    12.        
    13.         // Set Knockback
    14.         static Float:flOrigin[3]
    15.         get_entvar(iAttacker, var_origin, flOrigin)
    16.         Set_Knockback(iVictim, flOrigin, get_pcvar_float(g_pCvarZombieKnockback), 2)
    17.     }
    18.    
    19.     return HC_CONTINUE
    20. }
Replace it with:
    1. public Fw_TakeDamage_Post(iVictim, iInflictor, iAttacker, Float:fDamage, bitsDamageType)
    2. {
    3.     // Not Vaild Victim or Attacker so skip the event (Important to block out bounds errors)
    4.     if (!is_user_connected(iVictim) || !is_user_connected(iAttacker))
    5.         return HC_CONTINUE
    6.    
    7.     // Set Knockback here, So if we blocked damage in TraceAttack event player won't get knockback (Fix For Madness)
    8.     if (g_bIsZombie[iVictim] && !g_bIsZombie[iAttacker])
    9.     {
    10.         // Remove Shock Pain
    11.         //set_member(iVictim, m_flVelocityModifier, 1.0)
    12.        
    13.         // Set Knockback
    14.         //static Float:flOrigin[3]
    15.         //get_entvar(iAttacker, var_origin, flOrigin)
    16.         //Set_Knockback(iVictim, flOrigin, get_pcvar_float(g_pCvarZombieKnockback), 2)
    17.     }
    18.    
    19.     return HC_CONTINUE
    20. }
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