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problem: no fall damage with jugg

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Created 12 years ago
by Riptide1106
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the jugg in a map im building also takes away fall damage. i fall from a HIGH ledge without jugg I die (as i should) then same fall with jugg, no death, no damage, nothing. Anyone have any ideas on what script may be causing this weirdness?
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Date Registered: 14 September 2013
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Mapper Has released one or more maps to the UGX-Mods community.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
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This user has access to the Black Ops 3 Modtools Alpha
the jugg in a map im building also takes away fall damage. i fall from a HIGH ledge without jugg I die (as i should) then same fall with jugg, no death, no damage, nothing. Anyone have any ideas on what script may be causing this weirdness?

Try your zombiemode.gsc in the player_damage_override function. Anything there to do with jugg or specialty_armorvest? Besides this:

Code Snippet
Plaintext
        /*	
if(self hasperk("specialty_armorvest") && eAttacker != self)
{
iDamage = iDamage * 0.75;
iprintlnbold(idamage);
}*/

Did you put the wrong specialty when adding fix for phd? Have you modified any of your zombiemode_perk scripts to give the player some other specialty other than specialty_armorvest when they buy jugg? Are you falling on a caulk brush when you have jugg and not when you don't?

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thanks makecents,

and yes, i tried to install bams bo perks, but never got it working =(. and yes it looks like some phd stuff got added to jugg, take a look:


 
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;
}
}


Would I just remove the:

Code Snippet
Plaintext
if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

to return back to regular jugg?
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Date Registered: 14 September 2013
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This user has access to the Black Ops 3 Modtools Alpha
Would I just remove the:

Code Snippet
Plaintext
if( sMeansOfDeath == "MOD_FALLING" )
{
sMeansOfDeath = "MOD_EXPLOSIVE";
}

to return back to regular jugg?

No that part is fine and I don't think it doesn't have anything to do with jugg or PHD. It is tough to say what to look at next. I'll get back to you if I think of anything. Maybe you can start another test map and try to install them again with a fresh start and see where you may have made a mistake, but first test that it is working correctly before you try to install them just in case. If jug works correctly from the start then it has to be a mistake you made installing those perks.

BTW, if you make sure to remove the call lines, from your nazi_zombie_mapname.gsc, to the other gsc's (i.e. things like _zombiemode_blop::init(); or whatever you added), and remove any other gsc's except for your nazi_zombie_mapname.gsc from root/mods/mapname/maps folder, you will kind of start over and your map will use the files in your root/raw/maps/ folder instead. As long as you didn't edit those. (Don't ever edit those) Also, don't just delete things, in case there is a misunderstanding in what I am saying, move the extra gsc files to a backup folder on your desktop.
Plus take a look at this:
http://ugx-mods.com/forum/index.php?topic=4154.0

With that tool you will be able to commit your milestones, when things are working, and when they break, just revert them back if you can't fix it.
Last Edit: December 02, 2014, 01:42:09 pm by MakeCents

 
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