Console Command Questions

How do you reactivate the shotgun gibbing?

Why does the Headcrab Latch doesn’t work? How to make it work.

is the sk_plr_dmg_energy “15” is tied to the damage of the Gluon-Gun? so if i were to replace it by “50”, does the damage of the gluon gun deals 50 damage each damage event? how frequent is the damage event of the gluon gun? is it readily changable by the console?

Would using ammo_energy to the MP5 allow it to deal damage equal to the energy, or does it still use the ammo_9mm damage? (replacing the ammo used by the MP5 through the weapon_mp5.txt script)

there is an sk_plr_dmg_sniper “100”, does an ammo_sniper exist? if yes can it be used to replace weapon ammo? is the sniper-rifle that uses this is usable?

No idea.

sv_headcrab_can_latch_on_player 1

  1. Yes.
  2. Yes.
  3. Roughly every 0.2 seconds.
  4. Damage event, no. Damage itself, yes.

Wouldn’t know, but you shouldn’t play with it unless you want to break it.

  1. No.
  2. No.
  3. No.

The command is for how much damage the player takes from the sniper.

System says that there is no such command…

… then why can I use it in my client? If you put it in the skill.cfg add quotes to the variable. Like this: “1”

Still doesn’t work… headcrab still does not latch, nor the crossbow

To answer your question about switching ammo types, I’m pretty sure the damage properties aren’t coded into the ammo type, but the weapons themselves. If you want one weapon to do equal damage to another weapon then just change the setting. with the appropriate “sk_plr_dmg” command.

You do realize the Headcrab doesn’t always latch right?

Right… how can a headcrab latch?
And when does the crossbow bolt’s back or something every switch.

… well, i think it’s coded on the ammo type, as there is only sk_plr_dmg_9mm that is shared between the pistol and the MP5. it should have said sk_plr_dmg_mp5…

Or maybe both the Glock and Mp5 code call for the same value?

Lol, i just did it and it sparks when the MP5 hits an entity, it’s so cool.

Let it jump at you (and connect) for a while (turn on god mode beforehand) the thing’s untextured though, so you’ll get nothing but a checkerboard screen.

It’s hardcoded to the default animation. You’d need to figure out the exact frame for it.

It was the force-reload thingy…

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.