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Double Tap 2.0 and shotguns scripts

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Created 9 years ago
by mala15
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Hi,

when making my map and trying to register damage done to zombies, I noticed that the shotgun damage you get from:

Code Snippet
Plaintext
self waittill( "damage", amount, attacker, direction_vec, point, type ); 

is way lower than the actual damage a shotgun do, so if DT2.0 scripts only double the damage from this 'waittill', it only marginally increases shotgun damage.

Have anyone else noticed or checked this out?
I don't think it should matter if it's UGX or not because that damage number comes directly from the engine or?
Fairly new to cod scripting so please correct me if I'm way of?;)

I had to make a check for health pre damage and post damage to get around this on my map at least.

Thanks
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depends where the shot hit

arm? neck? Torso?

each has a different multiplier

use:

self.damagelocation
Last Edit: July 26, 2015, 03:01:54 am by Harry Bo21
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Damage is registered based on pellet not total iirc. I'll have to check on that later.
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depends where the shot hit

arm? neck? Torso?

each has a different multiplier

use:

self.damagelocation


I thought the shotgun shot many "bullets" or pellets at the same time and the waittill function only gave you damage for one of these pellets, so DT 2.0 only works for one of the many pellets hits, which makes the DT2.0 work on only a percentage of the total damage. At least my damage tracking never ones gave me the right damage for shotguns, but always for the other guns.
Hence the need to track health pre damage and compare it to post damage for DT2.0 to work on my map with shotguns.


Damage is registered based on pellet not total iirc. I'll have to check on that later.

Would you mind sharing what you learn when you check?



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I thought the shotgun shot many "bullets" or pellets at the same time and the waittill function only gave you damage for one of these pellets, so DT 2.0 only works for one of the many pellets hits, which makes the DT2.0 work on only a percentage of the total damage. At least my damage tracking never ones gave me the right damage for shotguns, but always for the other guns.
Hence the need to track health pre damage and compare it to post damage for DT2.0 to work on my map with shotguns.


Would you mind sharing what you learn when you check?

Put it in a loop so it "repeatadly" checks for damage then, should catch every hit if you do it right

Last Edit: July 26, 2015, 08:14:57 pm by Harry Bo21
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Put it in a loop so it "repeatadly" checks for damage then, should catch every hit if you do it right




Ok, I just tested again, and I'm fairly certain I'm right if this is the standard DT2.0 code, please look my testing over.


Test:
Gave zombie 10 000 life.


Used this code to check zombies damage and add DT2.0 damage:

Code Snippet
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double_tap_2_test()
{

i = 0;
while( 1 )
{


self waittill( "damage", damage, attacker, direction_vec, point, type);

//ConcictionNDR code:
if(attacker HasPerk("specialty_rof") && ( type == "MOD_PISTOL_BULLET" || type == "MOD_RIFLE_BULLET" ) )
{
if(self.health > damage)
{
  self DoDamage( damage*1, point, attacker, type ); // change 1 to 0.## to do less than double damage double tap 2.0
   IPrintLN("Added " + damage + " Damage");
  //damage = damage * 1.25;
}
    else
    {
      // Do Nothing
}
}
//End ConcictionNDR

iprintln("***************");
iprintln("Loop: " + i);
iprintln("Damage: " + damage);
iprintln("Health: " + self.health);

if( !IsDefined( self ) )
{
return;
}
i++;
}


}



Here is the output for 5 shotgun shot close range to the chest, without Double Tap 2.0:


Ignore the green health text...it was another loop reporting health.

Here is the output for 5 shotgun shot close range to the chest, WITH Double Tap 2.0:



From my testing it does exactly what it should do if DT2.0 does not work on shotguns....it only doubles the 250 damage reported....making normal DT2.0 only work 12.5% effective for shotgun damage.


Am I doing something else wrong that I'm overlooking or isn't this the normal way to create DT2.0?


The only way around it as I see it is to have the health pre and post damage checks to account for shotguns.

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now I know its "my" double tap your using its different lol

Ill take a look at it later today, but no as far as i know it doesnt count properly on shotguns
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now I know its "my" double tap your using its different lol

Ill take a look at it later today, but no as far as i know it doesnt count properly on shotguns

what do you mean by "now I know its "my" double tap your using its different lol"?

I copied it from conviction in a forum post for this example...there is credit in the code:p


Ok, cool please report your findings:)
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are you not the guy i spoke to in chat earlier? I thought you were, my mistake lol

didnt mean anything derogatory by it lol, just meant its easier to work out the problem. Im guessing this isnt mine then, as it didnt exist when that map was made, but is done a similar way

In any case my original point still stands, Ill have a look and see if i can figure it out lol
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are you not the guy i spoke to in chat earlier? I thought you were, my mistake lol

didnt mean anything derogatory by it lol, just meant its easier to work out the problem. Im guessing this isnt mine then, as it didnt exist when that map was made, but is done a similar way

In any case my original point still stands, Ill have a look and see if i can figure it out lol

ok, yeah i was;)
hehe ok, understand now:)

 
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