Author Topic: Obstructed Radius Damage  (Read 7865 times)

I'm having issues with the download. It says it can't find the file.

Since some people reported the hostr.co link not working, here are some alternate mirrors (only one for now):


Code: [Select]
%a = vectorAdd(%col.position, vectorScale(%half, 0.1));
%c = vectorAdd(%col.position, vectorScale(%half, 1.9));

What exactly are you doing here? Shouldn't you be checking the base, the center, and the top of the model, rather than the center, slightly above the center, and a position ~50% above the model?

I like the concept of the script but I'm just not following why you're checking those 3 points. Also I'd recommend adding a check for isCrouched() so players can duck behind objects and such.
« Last Edit: September 26, 2013, 06:23:29 PM by Truce »

Code: [Select]
%a = vectorAdd(%col.position, vectorScale(%half, 0.1));
%c = vectorAdd(%col.position, vectorScale(%half, 1.9));

What exactly are you doing here? Shouldn't you be checking the base, the center, and the top of the model, rather than the center, slightly above the center, and a position ~50% above the model?

I like the concept of the script but I'm just not following why you're checking those 3 points. Also I'd recommend adding a check for isCrouched() so players can duck behind objects and such.

It checks just slightly above the base, slightly below the top and the center.

I'm fairly sure crouched players are already automatically accounted for on the Z axis. Unless you're referring to, e.g. a player's feet sticking out behind cover.

It checks just slightly above the base, slightly below the top and the center.

I'm fairly sure crouched players are already automatically accounted for on the Z axis. Unless you're referring to, e.g. a player's feet sticking out behind cover.

Sorry, should have turned off other add-ons before testing it. And yeah I meant how the player's model is now sticking out, however you can't shoot that part of the model with projectiles anyway (the hitbox isn't there), so it's a less important thing but would prevent people from complaining.

Considering making a version which just reduces damage and knockback - possibly as a RTB pref.

Holy loving stuff this is awesome.

This instantly makes the TF2 RL less OP for dealing with enemies behind cover.

Considering making a version which just reduces damage and knockback - possibly as a RTB pref.

Would anybody use this?

Would anybody use this?

Yeah. It would be useful for certain things.

I think it would be cool if damage was reduced by wall thickness. 1x1thick still gives slight damage, 2x2thick gives none.

yes, definitely, and have a setting for steps
I think it would be cool if damage was reduced by wall thickness. 1x1thick still gives slight damage, 2x2thick gives none.
pref blocking damage enabled [ yes ]
pref damage percent by step [ 0.1 ]

for every 1x1 between you and the blast, it decreases damage dealt by 10%

so if you had it set to 0.5 (or 0.6) and you were behind a 2 block thick wall, you would take no damage and have no knockback
« Last Edit: September 27, 2013, 09:01:55 PM by Lugnut »

Woo, will probably download when I get home


Would it be possible to use the same logic as:

yes, definitely, and have a setting for stepspref blocking damage enabled [ yes ]
pref damage percent by step [ 0.1 ]

for every 1x1 between you and the blast, it decreases damage dealt by 10%

so if you had it set to 0.5 (or 0.6) and you were behind a 2 block thick wall, you would take no damage and have no knockback

For projectiles, such that projectiles that deal enough damage when they hit someone can go through a wall, with reduced damage?  In real life, a six inch wood-framed, drywall wall could not easily block a gun bullet.