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closedDoD Reduced Bot Damage
Started by Dr.G on 01-23-2009, 11:47 PM
Dr.G
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Joined: Nov 2007
01-23-2009, 11:47 PM #1
//////////////////////////////////////////////////////////////////////////////////rn//rn// Information:rn//rn// This plugin will allow you to adjust how much damage bots will do..rn// Note that damage are set for ALL weapons used by bots! Your bots will stillrn// be damn stupid and weird, but they wont do as much damage to you..rn//rn// Thanks to diamond-optic(www.avamods.com) for DoD stronger rifles!rn// Everything in this code is from the stronger rifles plugin... I didnt evenrn// bother to change any pointer lol no need to...rn//rn//rn/////////////////////////////////////////////////////////////////////////////////rn//rn// CVARs: rn//rn// dod_bot_dmg "1" //turn ON(1)/OFF(0)rn//rn// dod_bot_dmg_head "30" //Damage % for head shotsrn// dod_bot_dmg_chest "30" //Damage % for chest shotsrn// dod_bot_dmg_stomach "30" //Damage % for stomach shotsrn// dod_bot_dmg_arms "30" //Damage % for arm shots rn// dod_bot_dmg_legs "30" //Damage % for leg shotsrn//rn//////////////////////////////////////////////////////////////////////////////////rn//rn// Changelog:rn//rn// 01-28-2009 rn// stopped trace if !is_user_bot rn// moved unneeded branch and return in func_TakeDamage :Srn//rn//////////////////////////////////////////////////////////////////////////////////
rnrnThis will work with shrikebots and sturmbots, or any other bot... if there are any :)rnrnNOTE the damage is set in % !!! Default all values is set to 30 %rnrnrnPublic Stats

meathead
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01-24-2009, 02:15 AM #2

Awesome idea gman!! I'm trying it out tomorrow!!

diamond-optic
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01-24-2009, 09:26 PM #3

works nice :)nn..also, you can remove the dodx include since your plugin doesnt need it

diamond-optic
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01-24-2009, 09:41 PM #4

heh a few more little things that are up to you to do...nnin the func_TraceAttack function you could do this instead to not even bother getting the trace result if it wasnt a botn

if(!get_pcvar_num(p_strong) || !is_user_bot(idattacker))n        return HAM_IGNORED
nnthen you could make the func_TakeDamage function a bit smaller toon
public func_TakeDamage(id,inflictor,attacker,Float:damage,damagebits)n{ n    if(!get_pcvar_num(p_strong) || !is_user_bot(attacker))n        return HAM_IGNOREDn    n    switch(hitbox[id])n        {n        case HIT_HEAD: damage=float(floatround(get_pcvar_float(p_head) / 100 * damage))n        case HIT_CHEST: damage=float(floatround(get_pcvar_float(p_chest) / 100 * damage))n        case HIT_STOMACH: damage=float(floatround(get_pcvar_float(p_stomach) / 100 * damage))n        case HIT_LEFTARM,HIT_RIGHTARM: damage=float(floatround(get_pcvar_float(p_arms) / 100 * damage))n        case HIT_LEFTLEG,HIT_RIGHTLEG: damage=float(floatround(get_pcvar_float(p_legs) / 100 * damage))n        }n            n    SetHamParamFloat(4,damage)n        n    return HAM_HANDLEDn}
nand if you wanted, you could make it so bots still do normal damage to other bots by changing that takedamage if statement to something like:n
if(!get_pcvar_num(p_strong) || !is_user_bot(attacker) || is_user_bot(id))n        return HAM_IGNORED
Dr.G
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01-25-2009, 12:19 PM #5

Yeah it works very well.. And yea d-o of cource no need to run thru all that shit unless its a bot... ill update it later today...

Dr.G
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01-28-2009, 09:54 AM #6

* UPDATED TO v1.1 *rnrnThe first version i posted looked like a beta beta version, i messed something cuz some !is_user_bot thing was already done in the dmg part :S sry bout that... maybe i should stop drinking lol.. However this version should be ok! Thanks D-O!rnrnCheers!

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