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Damage Editor:


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pdoubleopdawg
Senior Member
Join Date: Aug 2005
Old 09-03-2005 , 13:48   Damage Editor:
Reply With Quote #1

I was thinking about editting damage. Although, would this actually work both client, and serverside? Aswell as, could you return FMRES_SUPERCEDE or something so the regular damage doesn't cut in?

--Thanks!

Code:
#include <amxmodx> #include <amxmisc> #include <engine> #include <fakemeta> public plugin_init() {     register_plugin("InstaKill","0.1","DahVid")     register_cvar("dmg_on","0")     register_cvar("dmg_armorsave","0")     register_cvar("dmg_type","1")     register_cvar("dmg_num","1000")     register_event("Damage","Damage_Event","be","2>0") } public Damage_Event(id) {     if(!get_cvar_num("dmg_on"))         return PLUGIN_HANDLED     new origin[3]     get_user_origin(id,origin)         new armorsave=get_cvar_num("dmg_armorsave")     new damage=get_cvar_num("dmg_num")     new damage_type=get_cvar_num("dmg_type")         message_begin(MSG_ONE,get_user_msgid("Damage"),{0,0,0},id)     write_byte(armorsave)     write_byte(damage) //gay plugins..     write_long(damage_type)     write_coord(origin[0])     write_coord(origin[1])     write_coord(origin[2])     return PLUGIN_CONTINUE }
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XxAvalanchexX
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Join Date: Oct 2004
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Old 09-03-2005 , 16:33  
Reply With Quote #2

The Damage event just lets the client know when you take damage so it can display things like the red damage bars in the middle of the screen or water drowning symbols, etcetera (possibly also updates the health display if a Health message isn't sent along with it). Any message sent by the server simply effects the display of the client.
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pdoubleopdawg
Senior Member
Join Date: Aug 2005
Old 09-03-2005 , 16:48  
Reply With Quote #3

Thanks for confirming my idea.
Is there anywhere in one of this modules where I could possibly modify it?

If not, would it be applicable to make a module to do this, without hacking it up?
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LynX
Veteran Member
Join Date: Oct 2004
Old 09-03-2005 , 17:17  
Reply With Quote #4

Code:
entity_set_float(index, EV_FL_takedamage, float.point.number )

This would edit the players takedamage value, the more higher, the more damage they got.

If I didn't understood question correctly, sorry.
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pdoubleopdawg
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Join Date: Aug 2005
Old 09-03-2005 , 17:44  
Reply With Quote #5

Yes, but could you override the default damages dealt by the guns?
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LynX
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Join Date: Oct 2004
Old 09-03-2005 , 18:13  
Reply With Quote #6

I think so... Lemme investigate...
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pdoubleopdawg
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Join Date: Aug 2005
Old 09-03-2005 , 19:18  
Reply With Quote #7

Quote:
Originally Posted by LynX
I think so... Lemme investigate...
Ok, if you get any results post 'em.
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