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Ollie G

Player Health

2 posts in this topic

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

Edited by Ollie G
command Texts are a little messed up lol

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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)

Edited by screenracer

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