Comments (4)
The reason why melee knockback doesn't occur is the line you mention but with the damagetype shown, DMG_PREVENT_PHYSICS_FORCE
prevents knockback so removing it will give it knockback again.
{
int melee = GetIndexOfWeaponSlot(attacker, TFWeaponSlot_Melee);
if(CritBoosted[client][2]>1 || (melee!=416 && melee!=307 && melee!=44))
{
damagetype |= DMG_CRIT;
return Plugin_Changed;
}
}
from freakfortressbat.
The reason why melee knockback doesn't occur is the line you mention but with the damagetype shown,
DMG_PREVENT_PHYSICS_FORCE
prevents knockback so removing it will give it knockback again.{ int melee = GetIndexOfWeaponSlot(attacker, TFWeaponSlot_Melee); if(CritBoosted[client][2]>1 || (melee!=416 && melee!=307 && melee!=44)) { damagetype |= DMG_CRIT; return Plugin_Changed; } }
but for what is that convar ff2_selfknockback for then? i assumed it would enable the knockback fully as the description of it also says.
i know that it can be fixed like that but every time an update gets released would've require to edit it again and recompile so i thought that its an unknown bug.
from freakfortressbat.
ff2_selfknockback
is for bosses dealing knockback to themself commonly by rocket jumping.
from freakfortressbat.
i see, it would still be great if there would be a convar to enable melee knockback if possible :)
from freakfortressbat.
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