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I don't think the mod has anything to do with that...
Maybe they're using scripts as part of the melee?
Normally custom models and scripts never interfere with each other...
By modifying the "damage_flags" value, 4 is for sharp melees, 128 is for blunt melees, however you can combine these 2 by adding them up, giving us 132.
You can even make them stumble specials, witches, and tanks by adding 64 to the total value as well, giving them the blast or stumble property. So if you would want a blunt, sharp, and stumbling melee you would have to set the value to 196.
how can u change melee properites from blunt to sharp?
All melees have an increased range of 95, so yes.
I have a question.
Using the two images at the beginning as an example, one says that melee weapons normally have a range of 70, and the second says that they have a range of 95.
Does that mean that if a zombie is within range of 95 (which is supposed to be a bit far from the survivor), can I kill it from a distance?
Because, of course, normally you can't kill a normal infected at a range of 95, and that would be a bit far, but with the mod that changes it from 70 to 95, that's supposed to be possible now, right? (Correct me if I'm wrong.)
You won't be able to since they change the same files.
It probably has a weapon script enabling the hud icon, in that case you would have to go out of your way to remove the script and implement the hud icon manually.
You will have to manually change the "damage" value of each individual melee to whatever it was in Vanilla.
No, melee damage is hard-coded to one shot Commons regardless of difficulty or health.
The same applies to non-Charger specials.
All melees deal 250 per swing to Witches and take 20 hits to kill a Tank.
Yeah, it's most noticeable on the Pitchfork, if I were to attempt to make reanimations the mod would be incompatible with custom Pitchfork mods, which is something I didn't want to happen.
Unfortunately that's not possible without massively increasing the delay between the swing and the actual hitrays.
Eh, seems pointless.
The increased range is part of the improvement, otherwise lag and server tick rate can betray you more often.
It causes too many problems to include it here, but stat wise it should be equal to the Nightstick.
Well, it's TECHNICALLY possible, but since Vanilla melee weapons already one shot commons and all non-Charger Specials, there would be no point unless you want to have them to take multiple hits to kill a common.
I believe it is possible to modify individual ranges, but unfortunately it is a SourceMod plugin [forums.alliedmods.net] so someone would have to go out of their way to port it over to VScript.
Because it's very long and heavy so it should have blunt damage as well.
According to the official setting,
The shovel is still a usable weapon,
but the pitchfork really makes no sense.