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Need help in producing a new mod 
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UNATCO
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Joined: Fri Oct 28, 2016 12:54 pm
Posts: 214
Post Need help in producing a new mod
The other thread's currently dead. So, here exists the summary.
Quote:
Greetings to all. I am Kelkos. A new user here. Equipped with Unrealed and having a wild imagination, I'm thinking of making my own mod. Sadly, I don't have any team members. No support from anyone and it's my first post on this site. I have no experience in coding and animating. But I'm a relatively nice level designer. I need some support with anyone who's contributing to freelance mod-making. I wish to team up with the creators of this stunningly outstanding mod. GMDX. Which holds a lot of acclaim for it's physics and stunning visuals. I need some help with coding and etc. So those aspirations and dreams that died a long time ago could finally come back to life. :smile:

Thanks for replies and support
Sincerely,
Kelkos

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Being a soldier isn't just following orders, it's following those orders in the service of a higher cause. When that cause is betrayed, we're not soldiers anymore, just pieces on a chess board dying for the wrong reason.


Tue Nov 08, 2016 4:00 pm
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UNATCO
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Joined: Fri Oct 28, 2016 12:54 pm
Posts: 214
Post Re: Need help in producing a new mod
I need someone who has skill in coding. I need a script. A damage increase script. Say for example a weapon has 8 damage. I want that weapon to double and triple the damage when it's fired by a pawn. The player damage should remain the same and the pawn damage should be doubled and tripled. The player should kill the enemy in 4-6 shots while the enemy should kill the player in 2-3 shots.

Thank you

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Being a soldier isn't just following orders, it's following those orders in the service of a higher cause. When that cause is betrayed, we're not soldiers anymore, just pieces on a chess board dying for the wrong reason.


Tue Nov 08, 2016 4:02 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: Need help in producing a new mod
8 damage double or tripled in combination with the game's other multipliers (headshot, combatdifficulty) is enough to kill the player in one shot.
It's also inconsistent. The player's weapons and the enemies weapons doing the same damage is intentional.

But if you want to ignore this, check the TakeDamage function in deusexplayer.uc, which is a class found in DeusEx.u. A simple script can be added there like:

Code:
if (instigator.weapon != None && instigator.weapon.IsA('WeaponAssaultGun'))
     damage *= 2.0;

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Tue Nov 08, 2016 8:32 pm
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UNATCO
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Joined: Fri Oct 28, 2016 12:54 pm
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Post Re: Need help in producing a new mod
Does this only work for the assault gun or all the weapons.
Also, where is it found. Which code line ?
This does increase the PAWN's weapon damage, right

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Being a soldier isn't just following orders, it's following those orders in the service of a higher cause. When that cause is betrayed, we're not soldiers anymore, just pieces on a chess board dying for the wrong reason.


Wed Nov 09, 2016 12:06 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: Need help in producing a new mod
Assaultgun only unless otherwise specified by the code.

Place it in the body of TakeDamage(), near the top.

Yes.

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Sun Nov 13, 2016 12:16 am
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: Need help in producing a new mod
Code:
if (instigator.weapon != None && instigator.IsA('ScriptedPawn'))
     damage *= 2.0;


Will apply to all weapons used by pawns. Added a check for scriptedPawn to exclude damage you deal to yourself, if you want it.

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Sun Nov 13, 2016 6:54 pm
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UNATCO
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Joined: Fri Oct 28, 2016 12:54 pm
Posts: 214
Post Re: Need help in producing a new mod
Where do I have to put this code ?

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Being a soldier isn't just following orders, it's following those orders in the service of a higher cause. When that cause is betrayed, we're not soldiers anymore, just pieces on a chess board dying for the wrong reason.


Mon Nov 14, 2016 12:25 pm
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Illuminati

Joined: Thu Mar 08, 2012 3:21 am
Posts: 2283
Post Re: Need help in producing a new mod
Code:
// ----------------------------------------------------------------------
// TakeDamage()
// ----------------------------------------------------------------------

function TakeDamage(int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
{
   local int actualDamage;
   local bool bAlreadyDead, bPlayAnim, bDamageGotReduced;
   local Vector offset, dst;
   local float headOffsetZ, headOffsetY, armOffset;
   local float origHealth, fdst;
   local DeusExLevelInfo info;
   local DeusExWeapon dxw;
   local String bodyString;
   local int MPHitLoc;
   local GMDXFlickerLight lightFlicker;
    local float augLVL;
    local DeusExRootWindow root;
    local GMDXImpactSpark AST;

   if ( bNintendoImmunity )
      return;

   bodyString = "";
   origHealth = Health;

   if (Level.NetMode != NM_Standalone)
     Damage *= MPDamageMult;

     //Add the code here 
      if (instigator != None && instigator.IsA('ScriptedPawn'))
         damage *= 2.0; //UnrealScript is not case-sensitive, so no need to capitalize the d


added additional condition/argument as environmental hazards probably pass none. I also removed the check for instigator.weapon there.

My help will be less frequent as of now. I have my own huge project to manage and you haven't exactly proven yourself deserving of my undivided support.

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Mon Nov 14, 2016 4:26 pm
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