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Simple, where i can edit Zombie Damage?

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Created 8 years ago
by Guilhermex12
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The topic says all.
This topic contains a post which is marked as the Best Answer. Click here to view it.
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Probably the zombie's weapon: zombie_melee.
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I don't need this anymore, i fixed my player health to die with 3 hits :D
Last Edit: May 05, 2016, 12:49:20 am by Guilhermex12
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I don't need this anymore, i fixed my player health to die with 3 hits :D

How? I'd like to do the same with my map  ;)
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How? I'd like to do the same with my map  ;)
Are you using UGX Mod or Harrybo21 Perks?
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Probably the zombie's weapon: zombie_melee.
That actually isn't the file used for zombie melee damage, they acutally use the kar98 melee damage.
Last Edit: May 05, 2016, 01:52:18 am by JBird632
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Are you using UGX Mod or Harrybo21 Perks?

Harrybo21
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Ok, go to "_zombiemode_perks.gsc" and search for the revive Code, you can also search for "self reviveplayer()" something like this, or just search for "self.maxhealth" and go to the Quick Revive Code, under the "self.maxhealth" just add "self.maxhealth = 150;" it's like this, i'm don't remember so much, but i know you can figure it :) Good lucky, also, don't forget to modify your maxhealth in "_load.gsc" and Jugger normal health in "_zombiemode_perks.gsc"
Marked as best answer by Guilhermex12 8 years ago
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for dogs:
Code Snippet
Plaintext
SetSavedDvar( "dog_MeleeDamage", "100" );
for players:
edit the damage override
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self player_fake_death();

if( count == players.size )
{
level notify( "end_game" );
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}
found in _zombiemdoe.gsc lines:2570-2661

so edit this code to check if eAttacker is a zombie and then edit iDamage to be what you want
Last Edit: May 05, 2016, 11:11:48 am by liamsa669
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for dogs:
Code Snippet
Plaintext
SetSavedDvar( "dog_MeleeDamage", "100" );
for players:
edit the damage override
Code Snippet
Plaintext
player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )
{
/*
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

if( isDefined( eAttacker ) )
{
if( isDefined( self.ignoreAttacker ) && self.ignoreAttacker == eAttacker )
{
return;
}

if( isDefined( eAttacker.is_zombie ) && eAttacker.is_zombie )
{
self.ignoreAttacker = eAttacker;
self thread remove_ignore_attacker();
}

if( isDefined( eAttacker.damage_mult ) )
{
iDamage *= eAttacker.damage_mult;
}
eAttacker notify( "hit_player" );
}
finalDamage = iDamage;

if( sMeansOfDeath == "MOD_PROJECTILE" || sMeansOfDeath == "MOD_PROJECTILE_SPLASH" || sMeansOfDeath == "MOD_GRENADE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" )
{
if( self.health > 75 )
{
finalDamage = 75;
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
}

if( iDamage < self.health )
{
if ( IsDefined( eAttacker ) )
{
eAttacker.sound_damage_player = self;
}

//iprintlnbold(iDamage);
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}
if( level.intermission )
{
level waittill( "forever" );
}

players = get_players();
count = 0;
for( i = 0; i < players.size; i++ )
{
if( players[i] == self || players[i].is_zombie || players[i] maps\_laststand::player_is_in_laststand() || players[i].sessionstate == "spectator" )
{
count++;
}
}

if( count < players.size )
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
return;
}

self.intermission = true;

self thread maps\_laststand::PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime );
self player_fake_death();

if( count == players.size )
{
level notify( "end_game" );
}
else
{
self maps\_callbackglobal::finishPlayerDamageWrapper( eInflictor, eAttacker, finalDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime );
}
}
found in _zombiemdoe.gsc lines:2570-2661

so edit this code to check if eAttacker is a zombie and then edit iDamage to be what you want
Thanks :D

Double Post Merge: May 05, 2016, 01:42:04 pm
Only one more thing, i see in this code that the damage is 75, my character have 150 Health and he die with 3 Hits... But 75+75= 150
Last Edit: May 05, 2016, 01:42:04 pm by Guilhermex12
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Thanks :D

Double Post Merge: May 05, 2016, 01:42:04 pm
Only one more thing, i see in this code that the damage is 75, my character have 150 Health and he die with 3 Hits... But 75+75= 150
waw does have some weird damage stuff where if it does the exact players health, itll need 1 more... thats y u see in the scripts dodamage(self.health+999)
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waw does have some weird damage stuff where if it does the exact players health, itll need 1 more... thats y u see in the scripts dodamage(self.health+999)
Hum, ok, thanks  :)

 
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