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I don't need this anymore, i fixed my player health to die with 3 hits
How? I'd like to do the same with my map
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![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
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Probably the zombie's weapon: zombie_melee.
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Are you using UGX Mod or Harrybo21 Perks?
Harrybo21
SetSavedDvar( "dog_MeleeDamage", "100" );
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 );
}
}
for dogs:for players: Code SnippetPlaintextSetSavedDvar( "dog_MeleeDamage", "100" );
edit the damage overridefound in _zombiemdoe.gsc lines:2570-2661 Code SnippetPlaintextplayer_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 );
}
}
so edit this code to check if eAttacker is a zombie and then edit iDamage to be what you want
Thanks
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)