xeon17 Posted June 16, 2014 Share Posted June 16, 2014 How to set Damage of weapons a little lower ? a function ? Link to comment
Metall Posted June 16, 2014 Share Posted June 16, 2014 setWeaponProperty For example, to set the weapon accuracy property of an M4 to "poor" you code it like this function setDamage() setWeaponProperty(31, "poor", "damage", 200) end addCommandHandler("damage", setDamage) "poor" means that all the players who have that effect will get increased damage on their M4. It can be changed to "std" and "pro" also. Link to comment
xeon17 Posted June 17, 2014 Author Share Posted June 17, 2014 (edited) I tried now but , i still can kill a player with one sawed off shot , so the damage is still verry good. full script , please help ._. ----CODE REMOVED-- PROBLEM SOLVED Can a moderator close the topic please , thanks Edited June 17, 2014 by Guest Link to comment
xeon17 Posted June 17, 2014 Author Share Posted June 17, 2014 (edited) I tried now but , i still can kill a player with one sawed off shot , so the damage is still verry good. full script , please help ._. local stats = {73, 75, 71, 77, 78} local weapons = {[24] = 100, [26] = 100, [32] = 100, [31] = 150, [46] = 200} local pBlips = {} addEventHandler("onPlayerSpawn", root, function() takeAllWeapons(source) setPlayerMoney(source, 5000) --givePlayerMoney(source, 5000) for _, stat in ipairs(stats) do setPedStat(source, stat, 1000) end for weapon, ammo in pairs(weapons) do giveWeapon(source, weapon, ammo) end if not pBlips[source] then pBlips[source] = createBlipAttachedTo(source, 0, 2) end end) addEventHandler("onResourceStart", resourceRoot, function() for _, player in ipairs(getElementsByType("player")) do if not (isPedDead(player)) then pBlips[player] = createBlipAttachedTo(player, 0, 2) end end end) -- Blip system setTimer(function() for player, blip in pairs(pBlips) do if (isElement(player)) then local playerTeam = getPlayerTeam(player) if (playerTeam) then local r, g, b = getTeamColor(playerTeam) setBlipColor(blip, r, g, b, 255) else setBlipColor(blip, 255, 255, 255, 255) end else destroyElement(blip) pBlips[player] = nil end end end, 5000, 0) addEventHandler("onPlayerSpawn", root, function () setWeaponProperty(31, "poor", "damage", 300) setWeaponProperty(24, "poor", "damage", 300) setWeaponProperty(26, "poor", "damage", 10) setWeaponProperty(32, "poor", "damage", 300) setWeaponProperty(31, "poor", "damage", 300) setWeaponProperty(46, "poor", "damage", 300) end) Edited June 17, 2014 by Guest Link to comment
xeon17 Posted June 17, 2014 Author Share Posted June 17, 2014 I posted script code again . Link to comment
_DrXenon Posted June 17, 2014 Share Posted June 17, 2014 try this on player damage, gets player health, if weapon id is 31 (m4 i guess) or 30 or 26 (sawed i guess) then set its health to its current health - 10 Hp. function setLowerDamage(attacker,wep,bd,loss) local health = getElementHealth(source) if (wep == 31) or (wep == 30) or (wep == 26) then setElementHealth(source,tonumber(health - 10)) -- you may use another number. ( or a math.random(10,15) maybe ) end end addEventHandler("onPlayerDamage",root,setLowerDamage) Link to comment
xeon17 Posted June 17, 2014 Author Share Posted June 17, 2014 No work still takes a lot damage , i want just it takes ex: 30% of player armour or health with sawed off , tec , uzi.. Link to comment
Spajk Posted June 18, 2014 Share Posted June 18, 2014 local stats = {73, 75, 71, 77, 78} for _, stat in ipairs(stats) do setPedStat(source, stat, 1000) end This is why, stat ID 73 is "73: WEAPONTYPE_SAWNOFF_SHOTGUN_SKILL" You are setting player's skill to "pro" by, but in the code below you are only changing weapon property at "poor". Simple fix is to include the following line in the code: setWeaponProperty(26, "pro", "damage", 30) Also, weapon properties don't need to be set again on every spawn. Link to comment
xeon17 Posted June 18, 2014 Author Share Posted June 18, 2014 Finally someone helped me , thanks dude Now the damage on weapons is good Link to comment
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