Left 4 Dead 2

Left 4 Dead 2

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Gun Damage Multiplier
   
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Game Content: Scripts
File Size
Posted
Updated
33.212 KB
18 Oct, 2024 @ 2:45am
2 Apr @ 10:50am
14 Change Notes ( view )

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Gun Damage Multiplier

In 2 collections by skysky199
Script List
115 items
Script List <Modification>
15 items
Description
--僅於區域/專用伺服器生效--
--Works on local/dedicated servers only.--

※需要 開啟Scripted Mode
※Requires enable Scripted Mode.

變更槍分別對於特感/Tank/Witch/普感/倖存者的傷害
※不是武器腳本

Change gun damage done to SI/Tank/Witch/CI/Survivors, respectively.
※Not a weapon script.

Setting file path:
\ems\gundamagemultiplier\multiplier.tbl
\ems\gundamagemultiplier\grenadelauncher.tbl

對於榴彈發射器 使用以下ConVar:
For the grenade launcher, use the following ConVar:
grenadelauncher_damage = 400
grenadelauncher_ff_scale_self = 0.12
grenadelauncher_ff_scale = 0.12

(If you still want to use the ConVars, use ConVar Modifier. See the ConVars provided by @something something house below.)

Part of default setting:
weapon_smg = 1.0
weapon_smg_silenced = 1.0
weapon_smg_mp5 = 1.0
weapon_shotgun_chrome = 1.0
weapon_pumpshotgun = 1.0
weapon_shotgun_spas = 1.0
weapon_autoshotgun = 1.0
weapon_rifle = 1.0
weapon_rifle_ak47 = 1.0
weapon_rifle_desert = 1.0
weapon_rifle_sg552 = 1.0
weapon_hunting_rifle = 1.0
weapon_sniper_military = 1.0
weapon_sniper_scout = 1.0
weapon_sniper_awp = 1.0
weapon_rifle_m60 = 1.0
weapon_pistol = 1.0
weapon_pistol_magnum = 1.0
weapon_grenade_launcher = 1.0

Reference:
1. l4d2_gun_damage_modify[github.com]
38 Comments
skysky199  [author] 30 Jun @ 2:42am 
@Absolute Sucker

Yes.
Check if GetActiveWeapon() == "weapon_melee"
Check netprops m_usingMountedWeapon and(or?) m_usingMountedGun of players.

If you want to apply it to a specified melee, check netprops of m_strMapSetScriptName of weapons.
Note that m_strMapSetScriptName doesn't always work. For example, it doesn't work on dropped weapons from infected (like riot).
You can use model name instead if you need higher accuracy.
Absolute Sucker 30 Jun @ 12:56am 
@skysky199

Is it also possible to have "z_hit_chainsawer_factor" active when any melee weapon is held or controlling a mounted gun?
skysky199  [author] 30 Jun @ 12:47am 
@Absolute Sucker

Possible.

Check GetActiveWeapon() and IsFiringWeapon()
if condition is met
new damage = old damage * z_hit_chainsawer_factor
Absolute Sucker 29 Jun @ 11:21pm 
@skysky199

Is it possible to have "z_hit_chainsawer_factor" active if a chainsaw is held but not in use?
Absolute Sucker 12 Apr @ 8:02am 
@skysky199

Tyty <3
skysky199  [author] 12 Apr @ 2:17am 
@Absolute Sucker

No.
SI = smoker, boomer, hunter, jockey, spitter and charger.
Absolute Sucker 12 Apr @ 2:13am 
@skysky199

No, sorry I was vague.

What I meant was, if I set the spas shotgun's damage to 2.0 for SI, does it do 2.0 damage to Tank and Witches as well?
Absolute Sucker 12 Apr @ 1:15am 
@skysky199

Quick question, does damage multiplier for SI affect tanks and witches?
时空之轨迹 4 Apr @ 12:12am 
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