Originally Posted by
PP_CrazyApple
why would you wanna use codes? type this in console with stoppin power on "perk_bulletdamage 999" ....
I am not surprised this came from the same guy posting false statements about me stealing mods. Get your shit right.
Alright, you see this thread 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)
Now for 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;
}
At least thats what I figured out by looking at Neekoken's code, which you guys weren't able to.
Edit:
5. Multiplying/adding damage
Code:
iDamage += 20; // Damage + 20
iDamage *= 0.5; // Half damage (not sure if * works)
iDamage *= 2; // Double damage (same)
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