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[Z:R] Implement Hitgroup Knockback config, Zombie Class specific knockback config. #232

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nuclearsilo583
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@nuclearsilo583 nuclearsilo583 commented May 13, 2024

  • Update weapons knockback config to use up to 2 decimals (from 0.0f to .2f).
  • Add hitgroups feature like in old Zombie:Reloaded for more control in handling knockback. (Tested offline with bots and worked fine. Need test on full server).
  • Update "knockback" config in playerclass.jsonc (why adding this? Because zombie hitboxes are not the same due to difference in zombie model. Which could cause big model with big hitboxes become more disadvantage than other small model)

@Kxnrl
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Kxnrl commented May 14, 2024

hello? why still using KeyValues

@nuclearsilo583
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sorry. It's my bad that I only know how to use KeyValues. I don't know how to use .jsonc. It would be great if someone has more experiences to help my bad code.

@Vauff
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Vauff commented May 15, 2024

Should be fine, it's unlikely we'll ever migrate all our old cfgs away from KeyValues anyways, and this file is simple enough that JSON arrays should never be needed. That was really the only reason we justified the playerclass migration.

@nuclearsilo583 nuclearsilo583 changed the title [Z:R] Implement Hitgroup Knockback for more handle aside Weapon Knockback. [Z:R] Implement Hitgroup Knockback config, Zombie Class specific knockback config. May 19, 2024
@Runo231
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Runo231 commented Aug 8, 2024

I test this in my server and work so nice +1 to merge

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Works fine lfm

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4 participants