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0 NeutralAbout Ollie G
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Hello there, Can anyone help with this? I'm trying to give the player's more health because A.I one shot us unless i make the A.I shoot like a retard with [["aimingAccuracy",0.002] hahaha So all we want is the fight to last a little longer instead of keep reviving each other, We have a server, I have tryed a few things like: Eden Editor: In the player (Green) init i have tryed Unit addEventHandler ["HandleDamage", {false}]; Unit addEventHandler ["Hit", {Unit setDamage (0.02 + getDammage Unit)}]; and in Infistar: useCustomHandeDamageHandler = "True"; also i have tryed the next 3 initPlayerLocal.sqf: --------------------------------------------------- 1 -------------------------------------------------------------- this addEvntHandler ["HandleDamage", { _unit = _this select 0; _selection = _this select 1; _damagee = _this select 2; if (_selection == "?") exitWith {}; _curDamage = damage _unit; if (_selection != "") then {_curDamage = _unit getHit _selection}; _newDamage = _damage - _curDamage; _damage - _newDamage * 0.75 }]; --------------------------------------------------- 2 -------------------------------------------------------------- //Only damage from last applied handleDamage EH is taken into consideration by the engine //Apply a new EH so as we can override the damage applied _unit addEventHandler [ "HandleDamage", { params ["_unit", "_selection", "_damage","_source","","_index"]; systemChat format[ "Damage recieved: %1", _damage ]; //Do any other damage calculations here //_damage is the total damage the unit has for this selection once this EH returns //e.g lets change the damage recieved for each selection if ( _index > -1 ) then { private _selectionDamage = _unit getHit _selection; private _damageRecieved = (_damage - _selectionDamage) max 0; _damageRecieved = _damageRecieved / 100; _damage = _damageRecieved + _selectionDamage; }; systemChat format[ "Damage to REVIVE: %1", _damage ]; //Only players respond to REVIVE if ( isPlayer _unit ) then { _this set[ 2, _damage ]; //Call BI REVIVE HandleDamage EH passing new _damage value _damage = _this call BIS_fnc_reviveOnPlayerHandleDamage; }; systemChat format[ "Damage to engine: %1", _damage ]; _damage }]; systemChat format[ "Override REVIVE EH applied to %1", _unit ]; --------------------------------------------------- 3 -------------------------------------------------------------- this addeventhandler ["HandleDamage", { private ["_return"]; _unit = _this select 0; _selection = _this select 1; _passedDamage = _this select 2; _source = _this select 3; _projectile = _this select 4; _oldDamage = 0; _bodyMultiplier = 0; _legsMultiplier = 0.25; _handsMultiplier = 0.25; _headMultiplier = 0.75; _overAllMultiplier = 0.25; switch (_selection) do { case("head") : { _oldDamage = _unit getHitPointDamage "HitHead"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _headMultiplier); }; case("body") : { _oldDamage = _unit getHitPointDamage "HitBody"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _bodyMultiplier); }; case("hands") : { _oldDamage = _unit getHitPointDamage "HitHands"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _handsMultiplier); }; case("legs") : { _oldDamage = _unit getHitPointDamage "HitLegs"; _return = _oldDamage + ((_passedDamage - _oldDamage) * _legsMultiplier); }; case("") : { _oldDamage = damage _unit; _return = _oldDamage + ((_passedDamage - _oldDamage) * _overAllMultiplier); }; default{}; }; _return }]; has anyone done this yet? because i can't find much on player health so hopefully someone can help Please
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Hey, did you find a fix? I have the same errors message, then press close and fast travel works but how to get rid of this message Did you fix this? What did you define? I followed the error message to the file but I don't really know what to change.
- 80 replies
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- kellojo
- fast travel system
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(and 5 more)
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