Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yes.
Check if GetActiveWeapon() == "weapon_melee"
Check netprops m_usingMountedWeapon and(or?) m_usingMountedGun of players.
If you want to apply it to a specified melee, check netprops of m_strMapSetScriptName of weapons.
Note that m_strMapSetScriptName doesn't always work. For example, it doesn't work on dropped weapons from infected (like riot).
You can use model name instead if you need higher accuracy.
Is it also possible to have "z_hit_chainsawer_factor" active when any melee weapon is held or controlling a mounted gun?
Possible.
Check GetActiveWeapon() and IsFiringWeapon()
if condition is met
new damage = old damage * z_hit_chainsawer_factor
Is it possible to have "z_hit_chainsawer_factor" active if a chainsaw is held but not in use?
Tyty <3
No.
SI = smoker, boomer, hunter, jockey, spitter and charger.
No, sorry I was vague.
What I meant was, if I set the spas shotgun's damage to 2.0 for SI, does it do 2.0 damage to Tank and Witches as well?
You mean this?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366043543&searchtext=infected+damage
Quick question, does damage multiplier for SI affect tanks and witches?