new maps are
new maps are
new maps are alright.
...which means that now zombies are overall weaker.
knockback should be calculated by race for ALL shots, not just HS. otherwise deformed are nothing but easily killed meatwads.
also, if you keep these settings, we need to start enforcing absolutely 2 person max to crouch spots. this is not a suggestion. 2 people. that's it.
honestly...this change is bad. the added hp is good!! but the knockback is too severe.
Wow, Mako Reactor didn't make to the update? I wanted it so bad...
I can try to see if it can be programed so that vertical momentum is maintained.
Below is a part of the code so you guys can see what is going on:
---------- Post added at 04:40 PM ---------- Previous post was at 04:36 PM ----------Code:if(Math_GetRandomFloat(0.0, 1.0)<=0.1) { decl Float:Clientposition[3], Float:targetposition[3], Float:vector[3]; GetClientEyePosition(Attacker, Clientposition); GetClientEyePosition(Client, targetposition); MakeVectorFromPoints(Clientposition, targetposition, vector); NormalizeVector(vector, vector); ScaleVector(vector, (damage/2)); TeleportEntity(Client, NULL_VECTOR, NULL_VECTOR, vector); }
What I may do is reprogram it to use push force instead as used in wcs. This would have the result of instead of jerky movement would instead create a physics force that pushes against the zombie. This instead of stopping them would work more like slowing although if high enough could stop them and push them back. I can also try to cross integrate with zombie mod itself and see if we can get class integration.
Ok I reprogrammed it so that instead of changing your velocity all together it just adds velocity in the opposite direction from the shot. This produces a smother effect that also works relatively in that you will speed up if you are running away and shot in the back. Also if you jump up and are shot from under you will fly up higher.
I can increase how often the knock back triggers and how effective it is so let me know if it needs more adjustments. Also I can adjust it per race if needed although I do not think it is high enough for that to matter. Note that HS knock back works like before and activates 100% of the time with an amount different for each race.