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Weapon damage

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  • chasef7undefined Offline
    chasef7undefined Offline
    chasef7 Banned
    wrote on last edited by
    #1

    Can anyone tell me which file/files store weapon damage?

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    • Resxtundefined Offline
      Resxtundefined Offline
      Resxt Plutonium Staff
      wrote on last edited by
      #2

      Why? What are you trying to do?
      You could simply override damages dealt with GSC, you don't need to modify game files or whatever.

      An example to disable knife damage
      You can very easily print the available variables in the function arguments to debug it and write your desired logic

      init()
      {
          level.callbackplayerdamagestub = level.callbackplayerdamage;
          level.callbackplayerdamage = ::cancelKnifeDamage;
      }
      
      cancelKnifeDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
      {    
          if (sWeapon == "knife_mp")
          { 
              iDamage = 0;
          }
      
          self [[level.callbackplayerdamagestub]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
      } 
      
      chasef7undefined 2 Replies Last reply
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      • chasef7undefined Offline
        chasef7undefined Offline
        chasef7 Banned
        replied to Resxt on last edited by
        #3

        Resxt I just wanted to buff the DSR and galvaknuckles, and maybe whatever else i come up with. This script will work, thanks

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        • chasef7undefined Offline
          chasef7undefined Offline
          chasef7 Banned
          replied to Resxt on last edited by chasef7
          #4

          Resxt Hey i dont mean to bug you but im having a bit of a difficult time with this for some reason. Did searching on the forum but still cant figure it out. Would you mind telling me what I need to change here for it to work? I tried with callbackplayerdamage as well.

          onplayerdamage( einflictor, eattacker, idamage, idflags, smeansofdeath, sweapon, vpoint, vdir, shitloc, psoffsettime )
          {
          	 if (sWeapon == "dsr50_upgraded_zm") //&& isDefined(self.hasSniper)
              { 
                  iDamage = 5555;
              }
          	 if (sWeapon == "tazer_knuckles_zm") //&& isDefined(self.hasKnife)
              { 
                  iDamage = 7777;
              }
          	return iDamage;
          }
          
          Resxtundefined willyasundefined 2 Replies Last reply
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          • Resxtundefined Offline
            Resxtundefined Offline
            Resxt Plutonium Staff
            replied to chasef7 on last edited by
            #5

            chasef7 do you have the init funtion too with matching function names?
            Would be useful if you could print the values you get especially to make sure the funtion is actually called.

            I'm not sure if modifying damage works like that for zombies. I gave you a way to do it for multiplayer since you didn't ask for anything specific but maybe it doesn't work the same in zombies, I really don't know. I'll try to check tonight

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            • willyasundefined Offline
              willyasundefined Offline
              willyas
              replied to chasef7 on last edited by
              #6

              chasef7 que hay que hacer con eso para que funcione?

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