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=|[76AD]|= TatsuSaisei
12-24-2006, 03:33 PM
DoD Damage Infliction Mod
"While I am not a part of a real realism DoD unit, I do have a desire to strive for a bit more
realism in the game. The main premise of this plugin is to introduce "pain" and physical body
damage..." =|[76AD]|= TatsuSaisei

CREDITS: Codes and examples, tutorials, and advisement
diamond-optic (AMXX DOD TEAM)
1. dod_shellshock - http://www.dodplugins.net/forums/showthread.php?t=56
2. dod_follow_the_wounded - http://www.dodplugins.net/forums/showthread.php?t=94
3. DoD Stamina Tutorial - http://www.dodplugins.net/forums/showthread.php?t=46
Wilson [29th ID] (AMXX DOD TEAM)
1. dod_mortar_class - http://www.dodplugins.net/forums/showthread.php?t=110

DESCRIPTION:
* If you manage to survive any head damage in the game you are screwed unless you are healed. A
players vision becomes heavily distorted and renders the player useless though alive.
* If you sustain too much damage to an arm, you will be unable to utilize a primary weapon and
are forced to use "lighter" weapons until you are healed or die.
* If you sustain too much damage to your legs, you will be unable to "stand" up and will be forced
to "crouch" until you are healed or die.
* If during the course of war you are simply damaged, the weapon used to hurt you and the amount of
damage sustained determines "effects" upon the physical body..
a. Primary is the player stamina level, specifically the maximum allowed will be reduced as you are
damaged... getting hurt in the stomach or chest will have the greatest impact on stamina.
b. Shellshock effect (courtesy of diamond-optic) has been included and occurs with grenade, mortar,
and rifle butt damage. With the exception of butt damage which will generally force a player to go
"crouch" grenade and mortar damage will cause a player to fall "prone also, if a player happens
to have a weapon deployed they will undeploy and drop their weapon and extra ammo.
c. Simple world damage, or falling from heights will also have adverse effects on a player.
* Currently testing a free life function, if a player is crouching, deployed, or prone, they will
slowly regenerate their health and stamina max is slowly increased. This will obviously have to be
adjusted to limit amount of health a player can receive and what body parts may become "healed"
Currently the free life function will "repair" broken arms or legs once a players health returns
to max life regen amount, but at the cost of 10 health for each healing... head trauma is NOT
"healed" through automation
* MedKits obtained can heal all damage done to a player e.g. Broken Leg or Arm and Head Trauma.
requires the use of a secondary plugin

INSTRUCTIONS:
* Say Commands:
say /damagemod - Display MOTD
* Cvars:
dod_enable_damagemod "1" - enables/disables the whole mod
dod_enable_shellshock_snd "1" - enables/disables the shellshock sound
dod_leg_dmg_stamina "40" - amount subtracted from max stamina
dod_arm_dmg_stamina "15" - amount subtracted from max stamina
dod_body_dmg_stamina "55" - amount subtracted from max stamina
dod_head_dmg_stamina "25" - amount subtracted from max stamina
dod_dmg_hp_equals_stamina "10" - minimum hp when stamina max will = hp
dod_leg_dmg_break "35" - amount of damage needed to break legs
dod_arm_dmg_break "50" - amount of damage needed to break arms
dod_fall_dmg_drop "5" - amount of damage needed to cause primary weapon to drop if held
dod_headdmg_fade_red "200" - head damage fade red
dod_headdmg_fade_green "0" - head damage fade green
dod_headdmg_fade_blue "0" - head damage fade blue
dod_headdmg_fade_alpha "176" - head damage fade alpha
dod_dmg_freehealth "1" - enables/disable free auto health
dod_dmg_freehealth_time "3" - number of seconds and one health will be applied if crouching/deployed or 2 health if prone
dod_dmg_freehealth_max "100" - maximum limit before free health stops giving
dod_dmg_ftw "1" - enable/disable follow the wounded effect
dod_dmg_ftw_health "35" - under what health should footsteps show
dod_motd_msg_enable "1" - enable/disable MOTD auto message
dod_motd_msg_time "600" - amount of time in seconds between each showing of message about damage mod MOTD
dod_motd_msg_where "1" - 0 = center 1 = lower left

VERSION INFO:
76.0 10/2006
* Plugin Inception
* Utilized custom models to distinguish Medic from other players

76.1 12/2006
* Removed custom model support
* Cleaned up alot of code
* Added description and author comments

76.2 12/24/2006
* Public Plugin release

76.3 12/25/2006 - MERRY CHRISTMAS !!
* Cleaned up some misc. poor coding
* Changed broken leg behavior to allow player to go prone as desired. Not entirely as I wanted it, since
I am unable to hook the user pressing prone yet (Zor will get corrected in future dodx AMXX update)
in the meantime the work around is as follows: If legs are broken user must hold down jump button
until they go prone OR may hit their scoreboard button (TAB by default) I did not want to use this
button but could not find a suitable alternative.

76.4 12/26/2006
* Added Cvar to control primary weapon dropping on fall damage
* Added Cvars for auto message time and placement and enable/disable (show say/damagemod)

76.5 1/13/07
* Corrected minor errors that would occur if a player left game prematurely
* Corrected query_client_cvar issue by changing client_putinserver to client_connect
* Fixed some meddlesome AMXX Studio behaviors e.g. )// made for a bad combination.. indenter NEEDS a space there ) //
* Added option to turn on/off shellshock ringing sound (thanx HellsBattleMoose for suggestion to add)

76.6 2/7/07
* Completely removed medic code, although support IS enabled for my standalone medic plugin
* If the dod_medic_class.amxx plugin is used it MUST be listed after this plugin in plugins.ini !!


AUTHOR INFO:
Joseph Meyers AKA =|[76AD]|= TatsuSaisei - 76th Airborne Division RANK: General of the Army
http://76AD.com
http://TatsuSaisei.com
http://JosephMeyers.com


NOTE: The use of this plugin renders the use of these plugins: dod_shellshock and dod_follow_the_wounded obsolete (damage mod contains near exact copy of code used in those other 2 plugins - thanx diamond-optic) if you run either or both of these other two plugins it is safe to remove those other two from plugins.ini ... (sorry diamond-optic :p )

NOTE: If the dod_medic_class plugin is to be run with this plugin it MUST be listed AFTER this plugin in the plugins.ini file....

dod_damageinfliction.amxx
dod_medic_class.amxx

Drek
01-10-2009, 08:21 AM
I just tried out the Damage Infliction and Medic Class plugins on my clan last night, and I loved it, good job Tatsui! I only have one small issue with it and one question. Both have to do with weapon dropping.

First, when you drop your weapon, your secondary weapon just magically pops into your hand. Is there any way to introduce some kind of draw delay for that?

Second, does the fall damage for dropping your weapon affect the dropped weapon damage universally, or only specifically for falls?

Again, thanks for two terrific plugins. :)

Agente
07-05-2010, 11:58 AM
A question about this plugin, you can reduce the time the sound Shellshock

webmaze
07-05-2010, 12:44 PM
just change de mp3.

Zeta

Agente
07-05-2010, 05:36 PM
The original has 9sec I cut for 3sec, but the sound in the game remains the same time

Tank
07-05-2010, 06:43 PM
You changed the soundfile I assume? If you did, make sure you delete the old (long) soundfile on the server (and your fastdownload server) and also make sure the soundfile is no longer present on your client (make sure in sound/??? if the file is still there, if so remove). Connect to your server and see if the soundfile is shorter now.

diamond-optic
07-05-2010, 09:00 PM
because ppl will still have the old file, it would be best to rename the file..

this also prevents ppl from getting the shorter file on your server and then going to another server that still uses the longer (and depending on if they use the actual shellshock plugin, they could be denied entry as a result of having a modified version of the sound file)

Agente
07-06-2010, 02:17 PM
Thank you for your answers