From cb09bb6bc91a9aa1ca48bc10aac328923761915c Mon Sep 17 00:00:00 2001 From: ebayShopper Date: Mon, 3 Apr 2017 15:31:14 -0400 Subject: [PATCH] Tweak RunOver damage scaling again --- SQF/dayz_code/compile/fn_damageHandler.sqf | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/SQF/dayz_code/compile/fn_damageHandler.sqf b/SQF/dayz_code/compile/fn_damageHandler.sqf index 9afb91761..f81d5e965 100644 --- a/SQF/dayz_code/compile/fn_damageHandler.sqf +++ b/SQF/dayz_code/compile/fn_damageHandler.sqf @@ -240,7 +240,7 @@ if (_damage > 0.4) then { //End body part scale //??????????? if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players - dayz_sourceBleeding = _source; //Used for death messages + dayz_sourceBleeding = _source; //Used in player_death _scale = _scale + 800; if (_isHeadHit) then { if (_ammo in MeleeAmmo) then { @@ -260,7 +260,7 @@ if (_damage > 0.4) then { //Zombies case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};}; //RunOver - case 4: {_scale = 50}; //Based on 12k blood for run over with SUV at 70km/h + case 4: {_scale = 10}; //Based on 12k blood for run over with SUV at 70km/h //Dragged case 5: {_scale = 25}; //Crash