DoD Damage Infliction Mod (v.76.6)
by =|[76AD]|= TatsuSaisei · 2006-12-24 · 10 replies · 19374 views · 682 downloads
From the first post
n"While I am not a part of a real realism DoD unit, I do have a desire to strive for a bit more
nrealism in the game. The main premise of this plugin is to introduce "pain" and physical body
ndamage..." =|[76AD]|= TatsuSaisei
n
nCREDITS: Codes and examples, tutorials, and advisement
ndiamond-optic (AMXX DOD TEAM)
n1. dod_shellshock - https://www.dodplugins.net/forums/showthread.php?t=56
n2. dod_follow_the_wounded - https://www.dodplugins.net/forums/showthread.php?t=94
n3. DoD Stamina Tutorial - https://www.dodplugins.net/forums/showthread.php?t=46
nWilson [29th ID] (AMXX DOD TEAM)
n1. dod_mortar_class - https://www.dodplugins.net/forums/showthread.php?t=110
n
nDESCRIPTION:
n* If you manage to survive any head damage in the game you are screwed unless you are healed. A
nplayers vision becomes heavily distorted and renders the player useless though alive.
n* If you sustain too much damage to an arm, you will be unable to utilize a primary weapon and
nare forced to use "lighter" weapons until you are healed or die.
n* If you sustain too much damage to your legs, you will be unable to "stand" up and will be forced
nto "crouch" until you are healed or die.
n* If during the course of war you are simply damaged, the weapon used to hurt you and the amount of
ndamage sustained determines "effects" upon the physical body..
na. Primary is the player stamina level, specifically the maximum allowed will be reduced as you are
ndamaged... getting hurt in the stomach or chest will have the greatest impact on stamina.
nb. Shellshock effect (courtesy of diamond-optic) has been included and occurs with grenade, mortar,
nand rifle butt damage. With the exception of butt damage which will generally force a player to go
n"crouch" grenade and mortar damage will cause a player to fall "prone also, if a player happens
nto have a weapon deployed they will undeploy and drop their weapon and extra ammo.
nc. Simple world damage, or falling from heights will also have adverse effects on a player.
n* Currently testing a free life function, if a player is crouching, deployed, or prone, they will
nslowly regenerate their health and stamina max is slowly increased. This will obviously have to be
nadjusted to limit amount of health a player can receive and what body parts may become "healed"
nCurrently the free life function will "repair" broken arms or legs once a players health returns
nto max life regen amount, but at the cost of 10 health for each healing... head trauma is NOT
n"healed" through automation
n* MedKits obtained can heal all damage done to a player e.g. Broken Leg or Arm and Head Trauma.
nrequires the use of a secondary plugin
n
nINSTRUCTIONS:
n* Say Commands:
nsay /damagemod - Display MOTD
n* Cvars:
ndod_enable_damagemod "1" - enables/disables the whole mod
ndod_enable_shellshock_snd "1" - enables/disables the shellshock sound
ndod_leg_dmg_stamina "40" - amount subtracted from max stamina
ndod_arm_dmg_stamina "15" - amount subtracted from max stamina
ndod_body_dmg_stamina "55" - amount subtracted from max stamina
ndod_head_dmg_stamina "25" - amount subtracted from max stamina
ndod_dmg_hp_equals_stamina "10" - minimum hp when stamina max will = hp
ndod_leg_dmg_break "35" - amount of damage needed to break legs
ndod_arm_dmg_break "50" - amount of damage needed to break arms
ndod_fall_dmg_drop "5" - amount of damage needed to cause primary weapon to drop if held
ndod_headdmg_fade_red "200" - head damage fade red
ndod_headdmg_fade_green "0" - head damage fade green
ndod_headdmg_fade_blue "0" - head damage fade blue
ndod_headdmg_fade_alpha "176" - head damage fade alpha
ndod_dmg_freehealth "1" - enables/disable free auto health
ndod_dmg_freehealth_time "3" - number of seconds and one health will be applied if crouching/deployed or 2 health if prone
ndod_dmg_freehealth_max "100" - maximum limit before free health stops giving
ndod_dmg_ftw "1" - enable/disable follow the wounded effect
ndod_dmg_ftw_health "35" - under what health should footsteps show
ndod_motd_msg_enable "1" - enable/disable MOTD auto message
ndod_motd_msg_time "600" - amount of time in seconds between each showing of message about damage mod MOTD
ndod_motd_msg_where "1" - 0 = center 1 = lower left
n
nVERSION INFO:
n76.0 10/2006
n* Plugin Inception
n* Utilized custom models to distinguish Medic from other players
n
n76.1 12/2006
n* Removed custom model support
n* Cleaned up alot of code
n* Added description and author comments
n
n76.2 12/24/2006
n* Public Plugin release
n
n76.3 12/25/2006 - MERRY CHRISTMAS !!
n* Cleaned up some misc. poor coding
n* Changed broken leg behavior to allow player to go prone as desired. Not entirely as I wanted it, since
nI am unable to hook the user pressing prone yet (Zor will get corrected in future dodx AMXX update)
nin the meantime the work around is as follows: If legs are broken user must hold down jump button
nuntil they go prone OR may hit their scoreboard button (TAB by default) I did not want to use this
nbutton but could not find a suitable alternative.
n
n76.4 12/26/2006
n* Added Cvar to control primary weapon dropping on fall damage
n* Added Cvars for auto message time and placement and enable/disable (show say/damagemod)
n
n76.5 1/13/07
n* Corrected minor errors that would occur if a player left game prematurely
n* Corrected query_client_cvar issue by changing client_putinserver to client_connect
n* Fixed some meddlesome AMXX Studio behaviors e.g. )// made for a bad combination.. indenter NEEDS a space there ) //
n* Added option to turn on/off shellshock ringing sound (thanx HellsBattleMoose for suggestion to add)
n
n76.6 2/7/07
n* Completely removed medic code, although support IS enabled for my standalone medic plugin
n* If the dod_medic_class.amxx plugin is used it MUST be listed after this plugin in plugins.ini !!
n
n
nAUTHOR INFO:
nJoseph Meyers AKA =|[76AD]|= TatsuSaisei - 76th Airborne Division RANK: General of the Army
nhttp://76AD.com
nhttp://TatsuSaisei.com
nhttp://JosephMeyers.com
n
n
nNOTE: 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 )
n
nNOTE: 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....
n
ndod_damageinfliction.amxx
ndod_medic_class.amxx
Files
| dod_damagemod.zip | Archive | 176 KB | 390 dl | Download |
| dod_damageinfliction.sma | v76.6 | 27 KB | 292 dl | Download Compile |
The thread
All 11 posts from 8 people on DoD Damage Infliction Mod (v.76.6), kept as they were written.
Threads: 54
Joined: May 2005
DoD Damage Infliction Modn"While I am not a part of a real realism DoD unit, I do have a desire to strive for a bit more nrealism in the game. The main premise of this plugin is to introduce "pain" and physical body ndamage..." =|[76AD]|= TatsuSaisein nCREDITS: Codes and examples, tutorials, and advisementndiamond-optic (AMXX DOD TEAM)n1. dod_shellshock - https://www.dodplugins.net/forums/showthread.php?t=56n2. dod_follow_the_wounded - https://www.dodplugins.net/forums/showthread.php?t=94n3. DoD Stamina Tutorial - https://www.dodplugins.net/forums/showthread.php?t=46nWilson [29th ID] (AMXX DOD TEAM)n1. dod_mortar_class - https://www.dodplugins.net/forums/showthread.php?t=110n nDESCRIPTION:n* If you manage to survive any head damage in the game you are screwed unless you are healed. Anplayers vision becomes heavily distorted and renders the player useless though alive.n* If you sustain too much damage to an arm, you will be unable to utilize a primary weapon and nare forced to use "lighter" weapons until you are healed or die.n* If you sustain too much damage to your legs, you will be unable to "stand" up and will be forcednto "crouch" until you are healed or die.n* If during the course of war you are simply damaged, the weapon used to hurt you and the amount ofndamage sustained determines "effects" upon the physical body..na. Primary is the player stamina level, specifically the maximum allowed will be reduced as you are ndamaged... getting hurt in the stomach or chest will have the greatest impact on stamina.nb. Shellshock effect (courtesy of diamond-optic) has been included and occurs with grenade, mortar, nand rifle butt damage. With the exception of butt damage which will generally force a player to gon"crouch" grenade and mortar damage will cause a player to fall "prone also, if a player happens nto have a weapon deployed they will undeploy and drop their weapon and extra ammo.nc. Simple world damage, or falling from heights will also have adverse effects on a player.n* Currently testing a free life function, if a player is crouching, deployed, or prone, they willnslowly regenerate their health and stamina max is slowly increased. This will obviously have to benadjusted to limit amount of health a player can receive and what body parts may become "healed"nCurrently the free life function will "repair" broken arms or legs once a players health returnsnto max life regen amount, but at the cost of 10 health for each healing... head trauma is NOTn"healed" through automationn* MedKits obtained can heal all damage done to a player e.g. Broken Leg or Arm and Head Trauma. nrequires the use of a secondary pluginn nINSTRUCTIONS:n* Say Commands:nsay /damagemod - Display MOTDn* Cvars:ndod_enable_damagemod "1" - enables/disables the whole modndod_enable_shellshock_snd "1" - enables/disables the shellshock soundndod_leg_dmg_stamina "40" - amount subtracted from max staminandod_arm_dmg_stamina "15" - amount subtracted from max staminandod_body_dmg_stamina "55" - amount subtracted from max staminandod_head_dmg_stamina "25" - amount subtracted from max staminandod_dmg_hp_equals_stamina "10" - minimum hp when stamina max will = hpndod_leg_dmg_break "35" - amount of damage needed to break legsndod_arm_dmg_break "50" - amount of damage needed to break armsndod_fall_dmg_drop "5" - amount of damage needed to cause primary weapon to drop if heldndod_headdmg_fade_red "200" - head damage fade redndod_headdmg_fade_green "0" - head damage fade greenndod_headdmg_fade_blue "0" - head damage fade bluendod_headdmg_fade_alpha "176" - head damage fade alphandod_dmg_freehealth "1" - enables/disable free auto healthndod_dmg_freehealth_time "3" - number of seconds and one health will be applied if crouching/deployed or 2 health if pronendod_dmg_freehealth_max "100" - maximum limit before free health stops givingndod_dmg_ftw "1" - enable/disable follow the wounded effectndod_dmg_ftw_health "35" - under what health should footsteps showndod_motd_msg_enable "1" - enable/disable MOTD auto messagendod_motd_msg_time "600" - amount of time in seconds between each showing of message about damage mod MOTDndod_motd_msg_where "1" - 0 = center 1 = lower leftn nVERSION INFO:n76.0 10/2006n* Plugin Inceptionn* Utilized custom models to distinguish Medic from other playersn n76.1 12/2006n* Removed custom model supportn* Cleaned up alot of coden* Added description and author commentsn n76.2 12/24/2006n* Public Plugin releasen n76.3 12/25/2006 - MERRY CHRISTMAS !!n* Cleaned up some misc. poor codingn* Changed broken leg behavior to allow player to go prone as desired. Not entirely as I wanted it, sincenI am unable to hook the user pressing prone yet (Zor will get corrected in future dodx AMXX update)nin the meantime the work around is as follows: If legs are broken user must hold down jump buttonnuntil they go prone OR may hit their scoreboard button (TAB by default) I did not want to use thisnbutton but could not find a suitable alternative.n n76.4 12/26/2006n* Added Cvar to control primary weapon dropping on fall damagen* Added Cvars for auto message time and placement and enable/disable (show say/damagemod)n n76.5 1/13/07n* Corrected minor errors that would occur if a player left game prematurelyn* Corrected query_client_cvar issue by changing client_putinserver to client_connectn* Fixed some meddlesome AMXX Studio behaviors e.g. )// made for a bad combination.. indenter NEEDS a space there ) //n* Added option to turn on/off shellshock ringing sound (thanx HellsBattleMoose for suggestion to add)n n76.6 2/7/07n* Completely removed medic code, although support IS enabled for my standalone medic pluginn* If the dod_medic_class.amxx plugin is used it MUST be listed after this plugin in plugins.ini !!n n nAUTHOR INFO:nJoseph Meyers AKA =|[76AD]|= TatsuSaisei - 76th Airborne Division RANK: General of the Armynhttp://76AD.comnhttp://TatsuSaisei.comnhttp://JosephMeyers.comn n nNOTE: 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 )n nNOTE: 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.... n ndod_damageinfliction.amxxndod_medic_class.amxx
Threads: 6
Joined: May 2005
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.rnrnFirst, 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?rnrnSecond, does the fall damage for dropping your weapon affect the dropped weapon damage universally, or only specifically for falls?rnrnAgain, thanks for two terrific plugins. :)
Threads: 1
Joined: Jun 2010
A question about this plugin, you can reduce the time the sound Shellshock
Threads: 3
Joined: Apr 2008
just change de mp3.rnrnZeta
Threads: 1
Joined: Jun 2010
The original has 9sec I cut for 3sec, but the sound in the game remains the same time
Threads: 59
Joined: Jan 2007
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.
Threads: 103
Joined: May 2005
because ppl will still have the old file, it would be best to rename the file..nnthis 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)
Threads: 1
Joined: Jun 2010
Thank you for your answers
Threads: 15
Joined: Sep 2012
dod_dmg_freehealth "1" - cvar not found.
Threads: 3
Joined: Aug 2007
dod_dmg_freehealth "1" - cvar not found.rnrnThat cvar does not appear to be implemented.
Threads: 15
Joined: Sep 2012
Console message:rnrnUnknown command: gl_ztrickrnUnknown command: gl_ztrick

