Changing Weapon Bullet Damage

Posts 16–19 of 19 · Page 2 of 2
I think im very close, but since I am trying to change the damage for multiple guns I can't just replace "cheytac_" with "fal_".
and when I try loading the game, I get an error.
Quote Originally Posted by PP_CrazyApple View Post
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
Wow, amazing job AZUMIKKEL, unfortunately I had already figured out n alternatvie way to edit the damage last night before I got off.
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.
Posts 16–19 of 19 · Page 2 of 2
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