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Need help with hitboxes, Rnade/knife damage, and cov-op settings.


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6 replies to this topic

#1
OFFLINE   Topcat

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Here is a list of a few things we need help with.

 

1.Make hitboxes better.
description: People don't like the way hitboxes behave. This setting needs to be tweaked.
status: Beth is looking into it and is going to make changes on the server

2.Rnade does too little damage.
description:the splash damage on the rnade seems to be a little weak.
status: no actions taken

3.Knife does too little damage.
description:the front/side stabbing hp damage needs to be increased by 5-10hp per stab
status: no actions taken

4.After cov-op uses satchel primary weapon should show up.
description: this is a setting that we had in NQ it just never got ported over. Note: g_coverts
status: no actions taken



#2
OFFLINE   BECK

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1.  As far as I know, the hitboxes are what they are.  There is no g_hitboxes setting like there was in ETPub.   You can do some tweaking here:

 

http://mygamingtalk....Cvar#g_realHead

http://mygamingtalk....Cvar#g_realBody

 

2. I think you want this:

 

http://mygamingtalk....GLauncherRadius

 

3. I think you want this:

 

http://mygamingtalk....Cvar#g_dmgKnife



#3
OFFLINE   gaoesa

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g_realHead does not exist anymore. ETPro head boxes are the only option. There is also g_dmg for using advanced damage settings. I.e. less damage from arm and leg hits.



#4
OFFLINE   BettyBoop

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our dmg settings

// Weapon damages and radius settings
set g_dmgKnife 10
set g_dmgSten 14
set g_dmgFG42 15
set g_dmgPistol 18
set g_dmgSMG 18
set g_dmgPPSh 16
set g_dmgMG42 18
set g_dmgMG 20
set g_dmgFG42Scope 30
set g_dmgInfRifle 34
set g_dmgSniper 50
set g_dmgFlamer 5
set g_dmgGrenade 250
set g_dmgGrenadeRadius 250
set g_dmgGLauncher 250
set g_dmgGLauncherRadius 250
set g_dmgLandmine 250
set g_dmgLandmineRadius 250
set g_dmgSatchel 250
set g_dmgSatchelRadius 250
set g_dmgPanzer 400
set g_dmgPanzerRadius 300
set g_dmgMortar 400
set g_dmgMortarRadius 400
set g_dmgDynamite 400
set g_dmgDynamiteRadius 400
set g_dmgAir 400
set g_dmgAirRadius 400
set g_dmgArty 400
set g_dmgArtyRadius 400
set g_dmg 0
set g_dmgHeadShotMin 50
set g_dmgHeadShotRatio 2.0
set g_dmgTMine 260
set g_knifeThrowDamage 50



#5
OFFLINE   Topcat

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But how come after using the satchel it does not go back to main weapon ? it stays on satchel, or maybe thats just how it is with silent ?



#6
OFFLINE   Purple

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But how come after using the satchel it does not go back to main weapon ? it stays on satchel, or maybe thats just how it is with silent ?

I'm pretty sure that's silent, if not the only other option is client sided cvar If you guys still need help with anything add me on xfire:kyle26189 or skype:violentxmas



#7
OFFLINE   Zelly

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g_coverts
Description:
Controls various aspects of the Covert Op class.
Type: bitmask
Parameters:
1 Level 4 Coverts have more accurate scoped weapons.
2 Disguised coverts can only be identified with the "crosshair name" by level 4 Field Ops.
4 After detonating a satchel charge, the primary weapon will be selected instead of satchel again.
8 Coverts in disguise take half the normal combat damage.
16 Coverts in disguise take no splash damage.
32 Coverts do not automatically lose their uniform if an enemy sees them firing a weapon.
64 Coverts do not automatically lose their uniform if they fire a non-silent weapon.
128 Coverts do not automatically lose their uniforms if they attach to an emplaced MG weapon. Note that this flag has nothing to do with firing.
256 Coverts are awarded xp for constructive use of smoke.
512 Coverts will lose their uniform if an enemy sees him using ANY weapon (otherwise knife/satchel/smoke/binoc will never lose uni).
1024 A disguised covert can still steal enemy uniforms.
Default: 0

 

 






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