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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?
不可同時存在2同名的weapon scripts
若你想同時使用 需手動合併
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2997687853
導致的
我裝了你說的 包含那個作者的全部腳本 還是正常的
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2894738540
導致的,我加了該Mod後,霰彈槍(修改為1傷害,用Gun Damage Multiplier提高到我設置的傷害)能一槍打死1000血的Witch,而兩槍打死Tank應該也是其他用了該Mod當前置的Mod導致的
看來我不能把Gun Damage Multiplier當作霰彈槍的傷害編輯器了
我試著將傷害改成1 然後設定為32 並沒有發生你說的情況
我猜你其他的腳本也有weapon script
假設是預設 則為 25*32*10 = 8000 剛好是你說的2發就會死
就 1 * 32 * 發數
weapon script只改傷害的話是320 (無衰減的話)
2560意思是你的一槍是80顆子彈?
So you want to change ammo type when attacking to witch, and back to default when to others?
I think that's not possible.
Why not manually compute and change damages?
Like
if (weapon == "" && target =="witch")
Damage = Damage * z_shotgun_bouns...;
I was refering to crowning witches as in killing them.
the reasons you can crown a witch is that they are affected by the
Cvars z_shotgun_bonus_damage_range (100) and z_shotgun_bonus_damage_multiplier (5)
just like common infected (or not exactly the same as witches only recieve the 5x bonus damage on headshots in expert difficulty).
But it's still these cvars that make it possible and I know they specifically trigger when using
AMMO_TYPE_SHOTGUN and AMMO_TYPE_AUTOSHOTGUN. "Weapontype" doesn't matter but the ammo type does so yes you can get this effect by
changing a weapon script to use one of the shotgun ammo types but that comes with other multipliers,
like less damage on headshots for special infected and less damage on tanks for the auto shotgun ammo type.
I don't fully understand what you said.
As far as I know, using weapon script is the easiest way to modify ammo type.
It is possible to change ammo type by modify netprops with vscript, but I'm not sure if it works.
I don't know the relation between ammo type and z_shotgun..., and why that affects crowning witches.
I guess you're talking about knocking back witches with a headshot, but I remember that it's damage-related, not ammo type.
specifically I want to make it so that "AMMO_TYPE_MINIGUN" or maybe "AMMO_TYPE_MAGNUM" is affected by "z_shotgun_bonus_damage_range" and "z_shotgun_bonus_damage_multiplier" so they can crown witches. I haven't found any useful info searching the internet but you seem very skilled at scripting.
確實 沒sourcemod的話 能做到的東西很有限
比如
可以配置哪些槍械不能拾取子彈(特殊彈藥仍然可以拾取)
可以配置哪些槍械拿在手上的時候會有正面和背面的不同的受傷倍率
可以配置哪些槍械在射擊後會讓生還者自身出現硬直或受傷
不過我自己看下來感覺這些功能實現起來應該是蠻難的,所以作者大大可以無視我的這些想法
I don't know how to calculate performance between 2 codes.
I can only tell you that the concept is similar.
grenadelauncher_damage
grenadelauncher_ff_scale
grenadelauncher_ff_scale_self
grenadelauncher_force_kill
grenadelauncher_radius_kill
grenadelauncher_radius_stumble
grenadelauncher_show_radius
grenadelauncher_startpos_forward
grenadelauncher_startpos_right
grenadelauncher_startpos_up
grenadelauncher_vel_up
grenadelauncher_vel_variance
grenadelauncher_velocity
I remember no, but that is in sourcemod. May be doable in vscript, not tried.
I think shooting and reloading are possible, not sure about deploying.
Need tests.