So far I have found that you can put these arguments in DoDamage():
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ent DoDamage( amount, origin, attacker, inflictor );
And these arguments in RadiusDamage():
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RadiusDamage( origin, radius, max damage, min damage, attacker, method );
Are there any other arguments I can use? I also found in the Black Ops that the next argument in RadiusDamage() specifies the damage weapon. Is this also possible in World at War? Thanks.[/code]
Last Edit: December 27, 2015, 10:34:16 pm by alaurenc9
Do damage affects 1 ent, while radius damage can affect any ent in the radius. Dodamage is commonly found without its parameters filled, so it will cause a reset. Radius damage wont
I know that doDamage has at least another argument:
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ent doDamage( amount, origin, attacker, inflictor, weapon );
An example I'm using:
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players[ i ] dodamage( 60, players[ i ].origin, undefined, undefined, "riflebullet" );
And I think radiusDamage has another like that, because I copied a line of the explosive barrel and it uses a seventh argument I guess is the weapon again:
Yes I saw that in the Black Ops 1 freeze gun script has "projectile" in their DoDamage script. I think these might actually be basically the suffix of damage methods, since after doing this damage, the script checks for "MOD_PROJECTILE". But I still wanted to know if this was in World at War or not, and I guess it is. I also saw the weapon specified as the last argument of RadiusDamage after the damage type, and I guess this is in World at War too. Thanks guys.