Here's a way to reduce damage proportionally to what it normally should be, for example to reduce all inflicted damage by 30%
Note that this is very different to returning just _damage * 0.7 which leads to undesired behaviour. What you actually want to return is the previous damage + reduced new damage. this addEventHandler [ "HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; private _previousDamage = [_unit getHit _selection, damage _unit] select (_selection isEqualTo ""); // if selection is empty then it's overall damage private _newDamage = _damage - _previousDamage; (_previousDamage + _newDamage * 0.7) } ];   Another caveat: a one shot kill often deals much more than 1.0 damage, meaning that a headshot which deals 5.0 damage is still deadly after a reduction by 30%. You can mitigate it by limiting the maximum damage that can be dealt in one hit. The example below will: reduce all damage by 30% and prevent taking more than 80% damage from a single hit. (_previousDamage + ((_newDamage * 0.7) min 0.8))   If you're using ACE, be aware that this will not work correctly on men because of the modded medical system though it'll still work fine for vehicles.
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