Re: Proper way to deal damage without extensions
Why are you creating the event? It will automatically occur if you use DealDamage()
Also, I don't think you can make it headshot unfortunately, maybe a hook inside player_hurt to force a headshot might? |
Re: Proper way to deal damage without extensions
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http://developer.valvesoftware.com/wiki/Point_hurt Quote:
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Re: Proper way to deal damage without extensions
ah ok thanks both of you.. that helped alot ^_^
This got me confused: http://wiki.alliedmods.net/Events_%2...d_Scripting%29 |
Re: Proper way to deal damage without extensions
Quote:
If you really wanted to use this method, I'd spawn a point_hurt one time at map start and then always use that entity rather than constantly respawning them. And even then, I'd only do that in the absence of the extension that does it properly. Just my opinion dont mind me :) |
Re: Proper way to deal damage without extensions
Then it would need to be integrated with your plugin and not a simple snippet.
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Re: Proper way to deal damage without extensions
I take it there's no way to deal damage from the client to themselves with this?
Specifically in conjunction with pyro flamethrower to create a jetpack effect in PropHunt. |
Re: Proper way to deal damage without extensions
if you kill people using damage like this, making the attacker another client, what kill-message would come up (tf2 particularly?)
the weapon the attacker is currently holding? or a world kill message? also, i'm guessing this way painsounds automatically play? (my previous method of dealing damage made use of SetEntityHealth, and thus had no sound, which i had to provide for it :shock:) edit: ohw, also... does this damage push a player? |
Re: Proper way to deal damage without extensions
A suicide message like when a soldier kills himself with a rocket?
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Re: Proper way to deal damage without extensions
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When I kill myself with damage from myself to myself with the demoman bottle it gives me a kill message like this: |Bottle Icon| |My name| |
Re: Proper way to deal damage without extensions
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DealDamage(victim_index,50,attacker_index,DMG _BULLET,"weapon_ak47"); That would make the engine think victim_index was shot for 50 damage (armor distribution works too) with an AK47 used by attacker_index. You can have alot of fun experimenting with Damage type as well. |
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