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Nerfing Demoknight 
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HH Donor
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Post Re: Nerfing Demoknight
Thanks, but you are going to have to dig a little deeper than that!

Also
frog wrote:
I can't remember where the crit condition is added in the case of a shield being equipped.

And VSH is not FF2.


Sat Mar 07, 2015 6:35 pm
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Post Re: Nerfing Demoknight
frog wrote:
And VSH is not FF2.


As I know, a friend of mine have told that you can copy and paste codes from different versions, even if it's from VSH.

A server I know used a code from VSH and pasted it to a ff2 server to change old superjumps to new updated ones.

Might come with a new answer soon.


Sat Mar 07, 2015 6:56 pm
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Post Re: Nerfing Demoknight
I'm short on time.

If you are up for it, then you need to do the following,

a) Find out and tell me how the crit condition is currently being added when a shield is equipped.

b) Provide the code snippet that adds the mini-crit condition.


Sat Mar 07, 2015 7:13 pm
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Post Re: Nerfing Demoknight
Change this one to the one below.

cvarShieldCrits=CreateConVar("ff2_shield_crits", "1", "0 to disable grenade launcher crits when equipping a shield, 1 for minicrits, 2 for crits", FCVAR_PLUGIN, true, 0.0, true, 2.0);

Is currently at number "2"
Should be changed to "1"
"0" is no crits nor minicrits at all

Not 100% sure but hope it works and I will respond if it works or not.


Sat Mar 07, 2015 7:44 pm
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Post Re: Nerfing Demoknight
Nice find... i don't have the skills to find stuffs like those!

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Sat Mar 07, 2015 7:48 pm
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Post Re: Nerfing Demoknight
I am looking on the FF2 github - https://github.com/50DKP/FF2-Official/b ... tress_2.sp
At line 4572 where the switch statement is, there is this code:

Code:
if(weapon==GetPlayerWeaponSlot(client, TFWeaponSlot_Primary) && !IsValidEntity(GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary)) && shieldCrits)  //Demoshields
               {
                  addthecrit=true;
                  if(shieldCrits==1)
                  {
                     cond=TFCond_Buffed;
                  }
               }


Maybe changing it to something like:

Code:
if (weapon == GetPlayerWeaponSlot(client, TFWeaponSlot_Primary) && !IsValidEntity(GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary))) // Check if current weapon being held is primary and no secondary weapon exists
{
     if (!TF2_IsPlayerCritBuffed(client) && !TF2_IsPlayerInCondition(client, TFCond_Buffed)) //Check player doesn't have crits
     {
           TF2_AddCondition(client, TFCond_CritCola, 0.3); // Add mini-crits
     }
}


Since we can't see any of the HH FF2 code, it's difficult to know. Also, FF2 is a mess.


Last edited by AdvancedCori on Sun Mar 08, 2015 3:29 pm, edited 3 times in total.



Sat Mar 07, 2015 7:56 pm
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Post Re: Nerfing Demoknight
Thunder Runner wrote:
Change this one to the one below.

cvarShieldCrits=CreateConVar("ff2_shield_crits", "1", "0 to disable grenade launcher crits when equipping a shield, 1 for minicrits, 2 for crits", FCVAR_PLUGIN, true, 0.0, true, 2.0);

Is currently at number "2"
Should be changed to "1"
"0" is no crits nor minicrits at all

Not 100% sure but hope it works and I will respond if it works or not.
That's not the version of FF2 that we run. Ours is based on 1.06, which is evident on the server. This is 1.06 http://pastebin.com/aneEPUD1


Sat Mar 07, 2015 8:04 pm
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Post Re: Nerfing Demoknight
You'll get no more from me now.


Sat Mar 07, 2015 8:04 pm
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Post Re: Nerfing Demoknight
Okay, now looking through the pastebin I found this short piece of code at line 2608:

Code:
case TFClass_DemoMan: if (!IsValidEntity(GetPlayerWeaponSlot(client, TFWeaponSlot_Secondary))) addthecrit = true;


Replacing the above code with the code I posted before could work. I have not tested this however. (Kinda a repost)


Last edited by AdvancedCori on Sun Mar 08, 2015 3:31 pm, edited 1 time in total.



Sat Mar 07, 2015 8:35 pm
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Post Re: Nerfing Demoknight
Doesn't that add the crit a cola effect though? Cause crit a cola also gives a speed boost and a minor damage vulnerability.


Sun Mar 08, 2015 1:48 pm
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