UGX-Mods

Call of Duty 5: World at War => Help Desk => Topic started by: Guilhermex12 on May 05, 2016, 12:11:24 am

Title: Simple, where i can edit Zombie Damage?
Post by: Guilhermex12 on May 05, 2016, 12:11:24 am
The topic says all.
Title: Re: Simple, where i can edit Zombie Damage?
Post by: daedra descent on May 05, 2016, 12:38:34 am
Probably the zombie's weapon: zombie_melee.
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Guilhermex12 on May 05, 2016, 12:49:01 am
I don't need this anymore, i fixed my player health to die with 3 hits :D
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Wunderful on May 05, 2016, 01:01:22 am
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  ;)
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Guilhermex12 on May 05, 2016, 01:35:05 am
How? I'd like to do the same with my map  ;)
Are you using UGX Mod or Harrybo21 Perks?
Title: Re: Simple, where i can edit Zombie Damage?
Post by: JBird632 on May 05, 2016, 01:38:02 am
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.
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Wunderful on May 05, 2016, 01:44:03 am
Are you using UGX Mod or Harrybo21 Perks?

Harrybo21
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Guilhermex12 on May 05, 2016, 02:51:18 am
Harrybo21
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"
Title: Re: Simple, where i can edit Zombie Damage?
Post by: liamsa669 on May 05, 2016, 11:10:09 am
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
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Guilhermex12 on May 05, 2016, 01:37:25 pm
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
Title: Re: Simple, where i can edit Zombie Damage?
Post by: liamsa669 on May 05, 2016, 06:53:48 pm
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)
Title: Re: Simple, where i can edit Zombie Damage?
Post by: Guilhermex12 on May 05, 2016, 10:43:08 pm
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  :)