Iran Posted December 7, 2019 Posted December 7, 2019 (edited) This decreases the Z-distance (that is the HEIGHT difference) at which a proxy c4 triggers and explodes, thereby allowing you to walk into a building without mines above the doors going off. If you jump into the door it will still explode like expected. bool Main_Hooks::C4_Detonate_Request_Event(C4GameObj *C4, SmartGameObj *Triggerer) { // Proxy c4 only if (Get_C4_Mode(C4) == 3) { float TriggerZ = Commands->Get_Position(Triggerer).Z; float C4Z = Commands->Get_Position(C4).Z; // Fix Proxy c4 damage when mining above doors glitch if (abs(C4Z - TriggerZ) > 2.f) { return false; } //DA::Host_Message("C4 Z: %f, trigger Z: %f", Commands->Get_Position(C4).Z, Commands->Get_Position(Triggerer).Z); } return true; } Edited December 7, 2019 by Iran
Guest rackz Posted December 7, 2019 Posted December 7, 2019 well, i would give proxys a heavy physics setting, so you cant throw them anymore (like renegade x did) because everything you can throw in renegade uses one logic/distance . i fucking hate headshot mines lol
Forithow Posted December 8, 2019 Posted December 8, 2019 2 hours ago, rackz said: well, i would give proxys a heavy physics setting, so you cant throw them anymore (like renegade x did) because everything you can throw in renegade uses one logic/distance . i fucking hate headshot mines lol I love 'em 😛 1
Guest rackz Posted December 8, 2019 Posted December 8, 2019 8 minutes ago, Forithow said: I love 'em 😛
trunkskgb Posted December 9, 2019 Posted December 9, 2019 On 12/8/2019 at 9:32 AM, ehh said: just first person to disarm them What he said.
RmiN Posted December 9, 2019 Posted December 9, 2019 (edited) stopwhining Edited December 9, 2019 by RmiN wrong sound 1
Guest rackz Posted December 9, 2019 Posted December 9, 2019 On 12/8/2019 at 3:32 PM, ehh said: just first person to disarm them no
Iran Posted December 17, 2019 Author Posted December 17, 2019 No i posted that code like 5 years ago on renforums
Blacky Posted December 17, 2019 Posted December 17, 2019 Guess I do remember that. Just noticed your ommited da message. Thought made a regular scripts 4.0 plugin.
Iran Posted December 18, 2019 Author Posted December 18, 2019 hmm now im doubting it myself, might have made a c4 denate breakable hook for ssgm for it cant remember whether for da or ssgm but i did post it. the c4 detonate blockable hook ofc is standard in da
ROZPIERDALATOR Posted December 25, 2019 Posted December 25, 2019 why would you do that? c4 proximities damage is very low, with this script sneaking to building would be too easy. hiding proxy in high part of doors (ExEric3 presented how to not mine the door properly) is the only way to stop those waves of "all the time wannabe sneaky hotwires/techs" 2
shaitan Posted December 25, 2019 Posted December 25, 2019 When scripts 4.0 came out, they lowered the damage on proxies. If you recall it only ever used to be 4-5 would kill you, on the floor. After that it took 6 or more, and so we upped the limit to 50. It'd be changing their tactics if that door-way was stopped.
Guest rackz Posted December 28, 2019 Posted December 28, 2019 (edited) Im sure westwood didnt planned HS mines, otherwise they would design proxys diffrent. Edited December 28, 2019 by rackz
Forithow Posted December 28, 2019 Posted December 28, 2019 should just make proxies react to gravity aka fall to the ground if they're placed on ceilings/walls then 😛, kinda like how beacons do when you plant them
ROZPIERDALATOR Posted December 28, 2019 Posted December 28, 2019 9 hours ago, rackz said: Im sure westwood didnt planned HS mines, otherwise they would design proxys diffrent. they also didnt predict modern 360 no scope MLG snipers if they knew they would buff volt auto rifle, lcg, chem sprayer, chain gun, tiberium flechette gun, tib auto rifle and laser rifle
Guest rackz Posted December 28, 2019 Posted December 28, 2019 (edited) Yea... use first person to disarm.... Edited December 28, 2019 by rackz
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