Ok, so, I made these two extremely easy and small plugins, but they may still be helpful even if they are nothing. I hope I'm not doing something the wrong way, but since I'm a newbye here, I don't know.
The first one lets flames and flares go through players, sentries and generators. Which is really cool and fun, but it needs some balance adjustment, each flame "projectile" deals damage more than once, since it's hitting various points of the hitbox. I... think. Well, whatever is the reason, I'm pretty sure the damage is way higher, so I recommend to use it together with this plugin here to change the damage of the flames:
http://www.ganggarrison.com/forums/index.php?topic=34064.0I set the damage from 2.83 to 0.5 and it seems rather normal, kind of. If someone gets how much exactly it should be to do the same amount of damage that vanilla Pyro does, please let me know :3
Oh, and I don't know why flares go through enemies too, I wanted to change only the flames to do that, it seems that the two things are connected in a way that I don't really get. But I think it's pretty cool too, so enjoy (also it needs skills most of the time to hit more than one person with a piercing flare).
The second one changes the self regeneration of the medic to a ramp up system, so that when the medic is hurt it starts with a low value of regeneration until it gets to a higher regeneration value, when the medic gets to full health the regeneration becomes slower again. I normally set it as a nerf, since medics seem a bit too resistant in vanilla for my tastes, but you can set it as you prefer, this is the simple code:
regenRampUp = 0;
object_event_clear(Medic,ev_alarm,11);
object_event_add(Medic,ev_alarm,11,"if hp < maxHp then {if regenRampUp < 5 then regenRampUp += 0.5 } else regenRampUp = 0; hp += regenRampUp; alarm[11] = 30;")
The
5 is the maximum amount of health the medic can get each time from the regeneration.
The
0.5 is the growth of the regeneration amount, the higher it is, the faster the medic can get to the maximum value.
The
0 is the minimum amount of regeneration, which is mostly going to be zero, since the growth should be enough, but if you prefer you can set something else (obviously lower than the maximum).
Change all the values as you wish.