Jump to content

Screwball

Pre Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Screwball

  • Rank
    Newbie
  1. This is exactly one of the things what iv been trying, but i might have done something wrong there... Original: _criticalHit = (_selection in ["","body","head"]); My Test: _criticalHit = (_selection in ["neck","body","head","face_hub"]); <-- i took these (neck, face_hub) from nikiller's post above. Didn't work As u noticed i also removed first "". Maybe i should take hit points from here: https://community.bistudio.com/wiki/getAllHitPointsDamage <--No face_hub listed here. This might help also: http://thezombieinfection.com/wiki/index.php/Arma_3_Hit_Point_Info EDIT* Did some runs and this seems to work: _criticalHit = (_selection in ["","body","head","face_hub","neck","spine2","spine3"]); If u guys have any suggestions or improvements i would be happy to hear.
  2. Anything u see wrong here guys? // ****************************************************************************************** // * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com * // ****************************************************************************************** // @file Name: FAR_HandleDamage_EH.sqf // @file Author: Farooq, AgentRev #include "FAR_defines.sqf" #include "gui_defines.hpp" //private ["_unit", "_selection", "_damage", "_source", "_dead", "_killerVehicle", "_oldDamage"]; _unit = _this select 0; //_selection = _this select 1; //_damage = _this select 2; _source = _this select 3; _ammo = _this select 4; _criticalHit = (_selection in ["","body","head"]); _dead = (_damage >= 1 && alive _unit && _criticalHit); // Find suspects if (((_dead && !isNull _source) || (_criticalHit && UNCONSCIOUS(_unit))) && isNil {_unit getVariable "FAR_killerVehicle"}) then { [_unit, _source, _ammo] call FAR_setKillerInfo; }; if (UNCONSCIOUS(_unit)) then { //if (_selection != "?") then //{ _oldDamage = if (_selection == "") then { damage _unit } else { _unit getHit _selection }; if (!isNil "_oldDamage") then { // Apply part of the damage without multiplier when below the stabilization threshold of 50% damage if (STABILIZED(_unit) && {_criticalHit && FAR_DamageMultiplier < 1}) then { _oldDamage = _damage min 0.5; }; _damage = ((_damage - _oldDamage) * FAR_DamageMultiplier) + _oldDamage; if (_criticalHit) then { _unit setDamage _damage; }; }; if (_damage >= 1 && _criticalHit) then { diag_log format ["KILLED by [%1] with [%2]", _source, _ammo]; }; //}; } else { // Allow revive if unit is dead and not in exploded vehicle if (_dead && alive vehicle _unit) then { _unit setVariable ["FAR_isUnconscious", 1, true]; [] spawn fn_deletePlayerData; _unit allowDamage false; //if (vehicle _unit == _unit) then { [_unit, "AinjPpneMstpSnonWrflDnon"] call switchMoveGlobal }; _unit enableFatigue true; _unit setFatigue 1; if (!isNil "FAR_Player_Unconscious_thread" && {typeName FAR_Player_Unconscious_thread == "SCRIPT" && {!scriptDone FAR_Player_Unconscious_thread}}) then { terminate FAR_Player_Unconscious_thread; }; closeDialog ReviveBlankGUI_IDD; closeDialog ReviveGUI_IDD; FAR_Player_Unconscious_thread = [_unit, _source] spawn FAR_Player_Unconscious; _damage = 0.5; diag_log format ["INCAPACITATED by [%1] with [%2]", _source, _ammo]; }; }; //_damage Problem is that before 1.54 patch, players were revivable* no matter where or how they got hit. Now there is 50/50 chance to get instanly killed without gettin injured. Iv been messing around with this issue since new patch came out but as non coder it seems i cant figure it out.
×