ebayShopper
cb09bb6bc9
Tweak RunOver damage scaling again
2017-04-03 15:31:14 -04:00
ebayShopper
f51ae4f071
Tweak RunOver damage scaling
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More RunOver damage is processed after b3fdd26 . This number may need to
be tweaked further after more testing.
This reverts 7d6651b .
2017-04-01 17:23:32 -04:00
ebayShopper
7d6651b1fe
Use normal scaling for RunOver head hits
2017-03-31 19:22:42 -04:00
ebayShopper
3dc71602c0
Fix death message killer inaccurate in some cases
2017-03-31 18:30:39 -04:00
ebayShopper
b3fdd26d3b
Update fn_damageHandler.sqf
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Continuation of 50ba58f
Also removed some unused variables
2017-03-30 17:26:25 -04:00
ebayShopper
50ba58f5ae
Fix death message showing RunOver when it shouldn't
2017-03-25 20:05:36 -04:00
ebaydayz
18191b0e3a
Use effectiveCommander for humanity hit
2017-02-05 16:30:32 -05:00
ebaydayz
cfd0f74870
Send damage selection normally for RPT log c10a7c3
2017-01-29 12:02:27 -05:00
ebaydayz
611fd73bbd
Shorten some isKindOf checks
2017-01-28 21:04:26 -05:00
ebaydayz
9270050bc6
Update damage handler again
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This fixes hits from players shooting from vehicle weapons not showning
in server RPT.
2017-01-28 20:38:35 -05:00
ebaydayz
c10a7c3bc9
Update damage handler
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- Added damage and selection to server RPT hit log
- Increased damage a bit for RunOver due to consistently low damage in
testing
2017-01-28 16:08:56 -05:00
ebaydayz
028924770f
Increase headshot damage for non-zombie hits
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A single headshot with a DMR from ~500m will now kill instead of doing
~8k blood as it did previously.
2017-01-27 17:43:29 -05:00
ebaydayz
6c62b3f8e4
Rework player_death for respawnDelay=0; #1825
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See #1825
2017-01-24 15:55:15 -05:00
ebaydayz
0b27653833
Add config variable DZE_ServerLogHits
2016-12-31 17:37:34 -05:00
ebaydayz
d509c15c82
Split player_death into scheduled and unscheduled #1833
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Death message was sometimes showing incorrectly due to spawn delay.
Also the sched_corpses two minute loop was occasionally deleting bodies
right away because bodyName setVariable was delayed by the time it took
PVDZ_plr_death to send (up to a few seconds). See #1825
2016-12-28 16:16:46 -05:00
ebaydayz
da5285e0ec
Update damage handler diag_log
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Vanilla commit:
21864d065c
2016-11-18 16:36:37 -05:00
ebaydayz
00f1f8537a
Remove redundant unconscious checks in damage handler
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This is already check above. My mistake from e4ede46
2016-11-12 20:12:04 -05:00
ebaydayz
e4ede46f59
Fix tranquiliser bolt
2016-11-12 16:50:24 -05:00
ebaydayz
4263b0732f
Allow damage from tripwire grenade
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Vanilla commit:
30c746892f
2016-11-06 13:39:30 -05:00
ebaydayz
1b3ed13a47
Remove unnecessary check in damage diag_log
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Vanilla commit:
e826a8bda9
2016-10-31 16:04:27 -04:00
ebaydayz
cf0ef07ade
Fix process hit running twice
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Vanilla commit:
604c1f0577
2016-10-20 13:00:58 -04:00
ebaydayz
b8aba38dca
Fix humanity hit when crashing vehicle
2016-10-19 19:53:52 -04:00
ebaydayz
17c0661094
Increase crash damage scale
2016-10-19 18:29:25 -04:00
ebaydayz
1964a084ff
Avoid sending humanity hit if source is local
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We only want to send a humanity hit if the source is a remote player.
Note it's not necessary to check isNull since (isPlayer objNull) returns
false.
Vanilla commit:
7402b240df
2016-10-17 14:52:34 -04:00
ebaydayz
7ddee142b0
Update confirmed kills system
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Vanilla commits applied:
347105c036
e6b6814f51
1009828d8e
2016-10-15 15:08:48 -04:00
ebaydayz
0b9c4a7ade
Allow physics damage from vehicle crash
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Vanilla commit:
804445830f
This was exiting with 0 damage if _hit=="". It accounts for vehicles not
being damaged at all when crashing full speed into walls. It was also
causing the player to sometimes glitch out of the vehicle or into the
ground when crashing as you noticed before @icomrade.
Also fixed driver getting a humanity hit for damaging passengers in
crash. Reverting 22b2a3a since this is more reliable.
2016-10-13 13:45:01 -04:00
ebaydayz
22b2a3a79f
Prevent humanity hit to driver when crash damages passengers
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I forgot to account for this when allowing humanity hit to players in a
vehicle:
15e923fb19
2016-10-11 19:57:14 -04:00
ebaydayz
3604d77823
Fix reversed comments for RunOver/Dragged
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Vanilla commit:
ef3600bd32
2016-10-07 14:19:08 -04:00
ebaydayz
5b158b398a
Fix damage handling of vehicle explosions
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Vanilla commit:
589791e9f9
This was being falsely triggered before because the distance (3m) was
far too small and it was only counting fast moving vehicles. The player
can be damaged up to 25m away from the vehicle explosion.
The comment was incorrect. It can be easily checked by using the
included diag_log at the top of this file.
2016-10-07 13:42:05 -04:00
ebaydayz
b193ad925a
Use more efficient check for "shot" death message
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Most of the time the source will be local (zombie) or player (physics).
The next most common will be getting shot by a remote player, the least
common will be getting shot by a remote vehicle.
2016-10-06 19:13:46 -04:00
ebaydayz
7909f0089f
Make minor adjustments to damage handler
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These variables were moved down so they aren't checked unnecessarily
when the script exits.
2016-10-06 16:25:39 -04:00
ebaydayz
97796bf524
Update change log
2016-10-03 15:45:13 -04:00
ebaydayz
8196c2343a
Fix inCombat checks from 0a17804
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My mistake from 0a17804
2016-10-02 21:13:17 -04:00
ebaydayz
55910cc3d2
Remove humanity hit for killing player zombies
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If you kill a player zombie you should not lose humanity. Player_death
is now synced with the humanity hit code in the damage handler.
Also the killing blow set variable was moved up because the same
conditions were already checked above.
2016-10-02 13:50:30 -04:00
ebaydayz
4509902822
Remove source object from Humanity hit network send
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Source object is always player and not needed anymore after 8ea21a2
2016-10-02 13:26:11 -04:00
ebaydayz
17b30a7a2e
Fix AI damage scaling
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Fixes shots from AI using default scaling. For example AK_74 was doing
200 blood per shot or 60 shots to kill.
2016-10-01 17:45:46 -04:00
ebaydayz
0a17804e36
Change inCombat to bool instead of number
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When a variable is only going to be 0 or 1 it makes more sense to use a
bool.
Also avoided unnecessary network broadcasts of inCombat from e446603
2016-10-01 13:07:59 -04:00
ebaydayz
d9b785750d
Fix death messages vehicle detection again
2016-09-30 20:51:34 -04:00
ebaydayz
88c1b83c31
Fix mine detection in death messages again
2016-09-30 20:06:18 -04:00
ebaydayz
d335ee2b1c
Fix death message mine and satchel detection
2016-09-30 19:14:11 -04:00
ebaydayz
b4be955a0d
Update new runover death message
2016-09-28 18:57:09 -04:00
icomrade
a09e364ec1
Don't block damage from explosives
2016-09-12 14:42:18 -04:00
ebaydayz
da2faeb6d0
Add back fall damage block for local explosion cheats
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Vanilla commit:
a02294421c
2016-08-21 13:06:02 -04:00
ebaydayz
289b1307ff
Fix speed typo in damage handler and vehicle getOut
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Vanilla commit:
1f6dd9f787
2016-08-21 12:06:12 -04:00
ebaydayz
92fbfdfdae
Fix gunshot study body death message
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Vanilla commit:
9993400f97
2016-08-21 12:02:10 -04:00
ebaydayz
c75ccbb8b3
Move _hit == "" exitWith further down in damage handler
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Vanilla development commit:
837a2623b0
2016-08-13 20:22:57 -04:00
ebaydayz
7b287a2a23
Send PVDZ_sec_atp messages as array
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Vanilla development commits:
6e0fd6203b
78ed0665fa
2016-08-12 17:23:49 -04:00
ebaydayz
7439b87779
Update damage handler and improve study body
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Vanilla development commits applied:
3db0fe8e7a
73a63898f1
08e18d5b52
126da2dcd3
d5fa323865
d37526fcc6
5fcca134f0
c9c1fc934d
2016-08-11 15:16:53 -04:00
icomrade
e446603ea2
Fix combat logging
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In the initialize section of the fsm r_player_unconscious and
r_player_timeout return their default values (false and 0). Also, the
Vanilla server-side combat check doesn't appear to work, or it doesn't
work with the antihack disabled (I haven't tested with it enabled).
New variable inCombat is set more quickly than the combatTimeout
variable
2016-07-26 20:51:10 -04:00
ebaydayz
3a5fc91329
Fix missing string typo
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My mistake from
7751914428
2016-07-17 16:00:12 -04:00