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#21 |
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Gangsta
![]() ![]() ![]() ![]() Join Date: Sep 2011
Location: Post Falls, ID, USA
Posts: 998
Reputation: 131
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I would do something along the lines of this.
pawn Code:
Last edited by [ABK]Antonio; 25/03/2013 at 05:21 AM. |
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#22 | |
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Huge Clucker
![]() ![]() ![]() Join Date: May 2010
Location: Georgia/Tbilisi
Posts: 203
Reputation: 16
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Quote:
pawn Code:
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#23 |
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Gangsta
![]() ![]() ![]() ![]() Join Date: Sep 2011
Location: Post Falls, ID, USA
Posts: 998
Reputation: 131
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new subval = floatround(stat[1])-Damage;
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#24 |
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Big Clucker
![]() ![]() Join Date: Jan 2012
Posts: 147
Reputation: 21
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Wouldn't returning 0 work?
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#25 |
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Little Clucker
![]() Join Date: Jul 2012
Posts: 10
Reputation: 0
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Hey I suck, I'm new on scripting please help me, in what .pwn should I copy this script? Plzz answer.
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#26 |
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Big Clucker
![]() ![]() Join Date: Jul 2012
Posts: 74
Reputation: 1
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Awww Awesome tutorial 11/10 Thank You!
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#27 |
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Big Clucker
![]() ![]() Join Date: Jul 2012
Posts: 74
Reputation: 1
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What the fuck! i use this on 3e and kill hud show i killed myself
PLEASE HELP ME!
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#28 |
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High-roller
![]() ![]() ![]() ![]() ![]() Join Date: Jun 2012
Posts: 1,066
Reputation: 120
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This tutorial does not address the implications of using such a system, if you guys think such a system can be implemented effectively this way think again there is a lot of elements not even shown here that are vital! One issue for instance is such a system will not work correctly if you don't kill the player when they reach less than 50hp. Why is that? Well what happens if there HP is 40 and they get shot by deagle which is 46 damage, they die but the system is configured that they take 30 HP! This kind of system really takes tons and tons of testing to get working nicely it's not as simple as the tutorial would have you believe.
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#29 |
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Huge Clucker
![]() ![]() ![]() Join Date: Jan 2012
Location: Charlotte, NC (USA)
Posts: 303
Reputation: 29
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I will update this tutorial in the coming days to address the above problem and any other loopholes mentioned, possibly including armor support. Testing will be slow however because I'm a bit injured. Stay tuned!
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#30 |
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Huge Clucker
![]() ![]() ![]() Join Date: Jun 2012
Location: Argentina
Posts: 369
Reputation: 18
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A realistic damage should be calculated respect to the caliber of the weapon, velocity of the bullet, body part affected and distance between shooter and target.
Every one of this factors named before can be done (the caliber and velocity can be investigated and the distance can be got by GetPlayerPos and GetPlayerDistanceToPoint) except body part detection that is very inaccurate via scripting. |
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