I would also like to know how to do this.
I think the damage is dealt through ExileClient_object_player_event_onHit?
I think by changing this
private["_damage"];
_damage = _this select 2;
if !(ExilePlayerInSafezone) then
{
[_damage * 10] call BIS_fnc_bloodEffect;
ExileClientPlayerIsInCombat = true;
ExileClientPlayerLastCombatAt = diag_tickTime;
true call ExileClient_gui_hud_toggleCombatIcon;
};
true
to
private["_damage"];
_damage = _this select 2;
if !(ExilePlayerInSafezone) then
{
[_damage * 1] call BIS_fnc_bloodEffect;
ExileClientPlayerIsInCombat = true;
ExileClientPlayerLastCombatAt = diag_tickTime;
true call ExileClient_gui_hud_toggleCombatIcon;
};
true
then that would make players take less damage? Haven't been able to test it yet though.
Update: Nope, doesn't seem to work. I'm not sure where exile handles damage, but I would really like to be able to not get one shotted by ai as well. (I run a private server with friends and we're kinda tired of reviving each other all the time)