From f51ae4f07150c6e21cfd2c62791b374c40839dbb Mon Sep 17 00:00:00 2001 From: ebayShopper Date: Sat, 1 Apr 2017 17:23:32 -0400 Subject: [PATCH] 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. --- 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 de278ea8d..9afb91761 100644 --- a/SQF/dayz_code/compile/fn_damageHandler.sqf +++ b/SQF/dayz_code/compile/fn_damageHandler.sqf @@ -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