Tweak RunOver damage scaling

More RunOver damage is processed after b3fdd26. This number may need to
be tweaked further after more testing.

This reverts 7d6651b.
This commit is contained in:
ebayShopper
2017-04-01 17:23:32 -04:00
parent 107bb6d227
commit f51ae4f071

View File

@@ -242,7 +242,7 @@ if (_damage > 0.4) then {
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
_scale = _scale + 800;
if (_isHeadHit && (_ammo != "RunOver")) then {
if (_isHeadHit) then {
if (_ammo in MeleeAmmo) then {
_scale = _scale + 500;
} else {
@@ -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 = _scale - 50}; //Based on 12k blood for run over with SUV at 70km/h
case 4: {_scale = 50}; //Based on 12k blood for run over with SUV at 70km/h
//Dragged
case 5: {_scale = 25};
//Crash