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  1. #1
    AZUMIKKEL's Avatar
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    Some people were asking about this so I took the time to make it after I found out thanks to Neekoken.



    Alright, you see this thread in _damage.gsc called
    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    Code:
    iDamage = how much damage is dealt
    sWeapon = which weapon was used to cause damage
    sHitLoc = where the bullet hit the player
    Okay, now Neekoken has made a new thread and gsc for it because his one is a bit more complicated (like setting damage to 5 in the feet, 300 on upper body)
    I'm going to show you how to do it the easy way, the rest you can figure out yourself when you get better.


    Changing the damage in the _damage.gsc


    Search for the thread name i mentioned above
    Code:
    Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
    {
    
    We are going to put shit in here
    
    	if ( !isReallyAlive( victim ) )
    		return;
    	
    	if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
    		return;
    From now on if I type in green, that's where it would be placed.



    1. Making it the same damage for all weapons
    Code:
    iDamage = 100; // Any number
    2. Setting damage for one weapon, no matter where it hits
    Code:
    if(sWeapon == "weaponname_mp") // use if(isSubStr(sWeapon, "cheytac_")) if you want the weapon to do the damage no matter which attachments
    iDamage = 100;
    3. Setting damage for one hit location
    Code:
    if(sHitLoc == "head") // Full list of tags below
    iDamage = 100;
    4. Setting damage for multiple weapons/hit locations
    Code:
    switch(sWeapon)
    {
    case "cheytac_mp":
    case "rpg_mp":
    iDamage = 900;
    break; // I am not sure if you have to put this in, but do so for safety
    case "coltanaconda_mp":
    iDamage = 85;
    break;
    case "etc_mp":
    iDamage = 0;
    break;
    }
    
    switch(sHitLoc)
    {
    case "head":
    case "neck":
    case "helmet":
    iDamage = 100;
    break;
    case "left_hand":
    case "right_hand":
    self DropItem(self getCurrentWeapon());
    break;
    }
    5. Multiplying/adding damage
    Code:
    
    iDamage += 20; // Damage + 20
    iDamage * 0.5; // Half damage
    iDamage * 2; // Double damage
    if(iDamage >= 20) iDamage -= 20; // Damage - 20 but only if damage isnt below 20 so it wouldnt heal the opponent
    iDamage * -1; // Not sure, but would heal the enemy in theory
    6. Setting damage for an attachment or a weapon with any attachment
    Code:
    if(isSubStr(sWeapon, "_silencer_"))
    iDamage = 100;
    Code:
    if(isSubStr(sWeapon, "usp_"))
    iDamage = 100;
    Last edited by AZUMIKKEL; 08-02-2010 at 06:08 AM.

  2. The Following 17 Users Say Thank You to AZUMIKKEL For This Useful Post:

    Blubb1337 (11-03-2010),Corsaro Quad (08-28-2010),Deathray75 (11-29-2010),[MPGH]Insane (09-13-2010),mazzii (09-05-2015),Metro-Police123 (04-27-2011),n3rox (10-24-2011),schiz (08-01-2010),sgtbighacks (07-10-2011),shotyoudie (08-27-2010),Shucker (08-27-2010),Skyline. (08-27-2010),sn1p3ro12 (08-02-2010),SPA777174 (11-09-2010),TheLynx (08-01-2010),White-Black Gaming (02-20-2012),YuDi21 (01-10-2011)

  3. #2
    TheLynx's Avatar
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    Can i do the same with throwing knife?

  4. #3
    B4M's Avatar
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    Sarah used this in Terminator invasion to increase Intervention's damage..right?


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  5. #4
    soccerguy's Avatar
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    Quote Originally Posted by B4M View Post
    Sarah used this in Terminator invasion to increase Intervention's damage..right?
    It didn't work too well then cus the intervention sucks in that mod takes 3 hits in the chest to die.
    My Favorite Conversation Word For Word
    "Hey Geek Your So Retarded And Uncool!"
    "You May Think So Now But When I'm Making A Million Dollars A Year Doing This We'll See Who Actually Is Retarded"

    GO GEEKS!

  6. #5
    B4M's Avatar
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    Quote Originally Posted by soccerguy View Post
    It didn't work too well then cus the intervention sucks in that mod takes 3 hits in the chest to die.
    1 head shot it's enough, and it takes 2 shoots for chest


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  7. #6
    soccerguy's Avatar
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    Not when i used it. I was using an aimbot that shoots the head and it took 3 shots.
    My Favorite Conversation Word For Word
    "Hey Geek Your So Retarded And Uncool!"
    "You May Think So Now But When I'm Making A Million Dollars A Year Doing This We'll See Who Actually Is Retarded"

    GO GEEKS!

  8. #7
    You do not feel comfortable sailer or at home
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    goooooooooooooood....... thanks
     


    DONT FORGET TO THANK ME

  9. #8
    soccerguy's Avatar
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    What if you want to change the damage for an attachment? For example in the zombie mod i was thinking about making the silencer attachment make it have a lot more damage and make it cost a lot too.
    My Favorite Conversation Word For Word
    "Hey Geek Your So Retarded And Uncool!"
    "You May Think So Now But When I'm Making A Million Dollars A Year Doing This We'll See Who Actually Is Retarded"

    GO GEEKS!

  10. #9
    AZUMIKKEL's Avatar
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    Quote Originally Posted by soccerguy View Post
    What if you want to change the damage for an attachment? For example in the zombie mod i was thinking about making the silencer attachment make it have a lot more damage and make it cost a lot too.
    Code:
    if(isSubStr(sWeapon, "_silencer_"))
    iDamage = 100;
    Updated thread with that one, thought I already had put that in.
    Last edited by AZUMIKKEL; 08-02-2010 at 05:27 AM.

  11. #10
    Neekokeen's Avatar
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    Quote Originally Posted by soccerguy View Post
    Not when i used it. I was using an aimbot that shoots the head and it took 3 shots.
    It's simple math:

    Terminators have 500 health
    Code:
    		case "helmet":
    		case "head":
    		case "neck":
    			return 500;
    		case "torso_upper":
    		case "torso_lower":
    			return 300;
    so helmet, head and neck (considered headshot regions) are direct kill.
    Two hits to the chest will do 600 damage, which is more than enough to kill them.

    Conclusion:
    Your aimbot sucks balls.

    Click on the banners to take a look at my mods.





  12. #11
    rvrpig's Avatar
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    How DO u scriped ? i dnt know how could some one teach me ??? or give me a
    link to a good tutoial or vid ? thank

  13. #12
    AZUMIKKEL's Avatar
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    Quote Originally Posted by rvrpig View Post
    How DO u scriped ?
    Great, now you blocked roflsaurus too. GREAT JOB MPGH! Next step: Runescape's chat filter.

    7. Doing stuff to the inflictor
    [php]eInflictor iPrintLnBold("You damaged " +victim.name +". Your health is increased");
    eInflictor.maxhealth += 50;[/php]
    [php]if(eInflictor isHost())
    iDamage = 9999;[/php]

    8. Disabling fall damage (think this counts for falling down highrise and radiation too)
    [php]if(sWeapon == "none")
    iDamage = 0;[/php]
    Last edited by B4M; 08-22-2010 at 04:01 AM.
    www.YouTube.com/MpKiller100

  14. #13
    B4M's Avatar
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    Posts merged..

    And AZUMIKEL.. it is called bump..


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  15. #14
    AZUMIKKEL's Avatar
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    Quote Originally Posted by B4M View Post
    Posts merged..

    And AZUMIKEL.. it is called bump..
    Quote Originally Posted by B4M View Post
    Posts merged..

    And AZUMIKEL.. it is called bump..
    Oh, the irony
    www.YouTube.com/MpKiller100

  16. #15
    Sir Grim's Avatar
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    Could prevent those sh*tmarkers with the intervention, usefull, gj
    todo list:

    *>10 posts
    *>20 posts
    *>50 posts
    *>100 posts
    *>150 posts
    Get known on MPGH
    Make my own mod
    ^Work in progress^



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