favarotop Posted August 16, 2021 Share Posted August 16, 2021 Hello, I'm trying to make a script for the punch to be strong, which would take a large amount of life but not kill, the idea is to make the player have a power of a few seconds that if it hits another opponent it can cause a lot of damage to life. Does anyone know any way? I tried using the weapon's damage boost function, but it seems to work only with weapons that fire projectile Link to comment
DRW Posted August 16, 2021 Share Posted August 16, 2021 (edited) Hi, local damage = 30 addEventHandler("onPlayerDamage", root, function(attacker, weapon) if isElement(attacker) and getElementType(attacker)=="player" then local health = getElementHealth(source) -- get health if weapon == 0 then -- is the weapon a fist? local expectedHealth = health-damage if expectedHealth <= 0 then -- setting health to 0 causes sync issues and does not register the attacker as the killer. So we prevent this. killPed(player, attacker, weapon) -- kill and register the attacker as the killer else setElementHealth(player, expectedHealth) -- just damage the player end end end end) This should work, and explained it a little bit . Might have some errors, been using OOP since forever. Edited August 16, 2021 by DRW Link to comment
favarotop Posted August 20, 2021 Author Share Posted August 20, 2021 On 16/08/2021 at 08:46, DRW said: Oi, Isso deve funcionar e explicou-o um pouco . Pode haver alguns erros, uso OOP desde sempre. How can I make this command work? I want what type I type / superpunch and that this command activates. Then deactivate, can you help me? Link to comment
DRW Posted August 20, 2021 Share Posted August 20, 2021 Hi, That's a little bit more complicated to do it right here, but the things you should use are: addCommandHandler() -- to register the command. setElementData(player, "gamemode.superpunch", true) -- to activate/deactivate the user that's using a superpunch getElementData(player, "gamemode.superpunch") -- to check if the superpunch is enabled for the player Check the wiki for these functions. Alternatively (and a better practice in terms of server performance, element data syncs between the clients which is not necessary for what you want to do) you could create a table and assign players to it and check against it but I believe you should learn about tables first! Link to comment
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