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Tweak RunOver damage scaling
More RunOver damage is processed afterb3fdd26. This number may need to be tweaked further after more testing. This reverts7d6651b.
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@@ -242,7 +242,7 @@ if (_damage > 0.4) then {
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if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players
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if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players
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dayz_sourceBleeding = _source; //Used for death messages
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dayz_sourceBleeding = _source; //Used for death messages
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_scale = _scale + 800;
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_scale = _scale + 800;
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if (_isHeadHit && (_ammo != "RunOver")) then {
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if (_isHeadHit) then {
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if (_ammo in MeleeAmmo) then {
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if (_ammo in MeleeAmmo) then {
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_scale = _scale + 500;
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_scale = _scale + 500;
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} else {
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} else {
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@@ -260,7 +260,7 @@ if (_damage > 0.4) then {
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//Zombies
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//Zombies
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case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
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case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
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//RunOver
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//RunOver
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case 4: {_scale = _scale - 50}; //Based on 12k blood for run over with SUV at 70km/h
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case 4: {_scale = 50}; //Based on 12k blood for run over with SUV at 70km/h
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//Dragged
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//Dragged
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case 5: {_scale = 25};
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case 5: {_scale = 25};
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//Crash
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//Crash
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