I want to make it so that the player that threw the grenade doesn't get effected by the radiusdamage but the rest of the players do. Right now it makes it so all players don't get effected by the radiusdamage
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
for( i=0;i<players.size;i++ ) { //iprintln( Distance( players[i].origin , position ) ); if(players[i] == self) { players[ i ] SetPlayerIgnoreRadiusDamage( true ); // you were not running any of these "on" a player... } else { radiusdamage(self.origin,256,25,25,players[ i ]); // should be here i think, never really used radius before, i just do distance checks } }
Last Edit: June 20, 2015, 10:32:00 pm by Harry Bo21
for( i=0;i<players.size;i++ ) { //iprintln( Distance( players[i].origin , position ) ); if(players[i] == self) { players[ i ] SetPlayerIgnoreRadiusDamage( true ); // you were not running any of these "on" a player... } else { radiusdamage(self.origin,256,25,25,players[ i ]); // should be here i think, never really used radius before, i just do distance checks } }
If you have enough health to survive the damage, you use dodamage, but if you have less than enough health to survive then you use radiusdamage (because dodamage restarts the game in coop for some reason) but you make the origin of the damage the player you want to damage with a very small radius.
and dodamage doesnt end the game unless your "not" calling it on a player
i also dont understand why you need a damage radius "and" a distance check, if its always dealing the same damage anyway?
the radiusdamage is really a dodamage in disguise. If you look at the code, it says the origin is the player and the radius is 10 which is not even big enough to effect any other players.