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FPSC Classic Product Chat / Gun Damage Question

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Bugsy
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Posted: 11th Jun 2009 16:42
I couldn't tell if this would go in the WIP board, or the product chat board, but my question is:

Is there any way to make a gun do more damage to some people and less to others? let me explain

I want to have a shot gun in my "DARK CHERNOBYL" game (if mazz426 remembers my "DARK CHERNOBYL" pack idea. well, I want this shotgun to do TONS of damage to mutants, and, yet, almost none to guards and looters... any way of this?

also, i remember someone selling a small pack of guns that were an AK47 and MP5SSD. do you know where to find those, they will be in my game. TY
Kravenwolf
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Posted: 11th Jun 2009 17:02 Edited at: 11th Jun 2009 17:02
Yup. You don't even have to make a custom script for it Leave the shotgun damage to a set number; say 50. Give the guards a higher percentage of health over the mutants.

Mutant's health = 100, two shotgun blasts kills them.

Guard's health = 1000, twenty shotgun blasts kills them.


-Kravenwolf

Success is not final--failure is not eternal.
Bugsy
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Posted: 11th Jun 2009 17:35
no, because I want the guards to be killed by other guns relatively easily
djmaster
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Posted: 11th Jun 2009 17:40
Increase the weapon damage and modify the health like Kravenwolf said.

A.K.A. chargerbandit
[href]http://chargedstudios.ultimatefpsc.com/[href]
Seth Black
FPSC Reloaded TGC Backer
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Posted: 11th Jun 2009 17:48
Quote: "no, because I want the guards to be killed by other guns relatively easily"


...is the shotgun to be the only weapon that can kill the mutants?

If not, follow Kravenwolf's lead, and simply raise the damage dealt by all other weapons to a level that will easily kill off the guards.

Simplied Example:

Shotgun = 50

Mutant = 100

Guard = 1000

Weapon X = 500

Weapon Y = 500


Bugsy
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Posted: 11th Jun 2009 18:00 Edited at: 11th Jun 2009 18:03
ok here, any gun will kill mutants, but anything other than a shotgun will take a long time IE:

mutants take one shotgun blast or 20 ak47 rounds
guards take 3 shotgun blasts or 2 to 3 ak47 rounds

like... i want the zombies to not die easily by anything other than a shotgun
djmaster
User Banned
Posted: 11th Jun 2009 18:05
Mutant health=500,shotgun damage=150,guard health=200/300

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[href]http://chargedstudios.ultimatefpsc.com/[href]
Bugsy
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Posted: 11th Jun 2009 18:07
that would make the shotgun kill the guards faster than the mutants
Seth Black
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Posted: 11th Jun 2009 18:14
...wowsers. My, you've got a bit of a problem getting this easily to function in FPSC.

You're either going to need to rethink things, or you'll some sort of engine modification, to pull this off precisely.

Good luck to you, in your endeavors....

Kravenwolf
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Posted: 11th Jun 2009 18:15
Why would a human be able to survive three shotgun blasts to the chest, but a monster can only survive one


-Kravenwolf

Success is not final--failure is not eternal.
Bugsy
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Posted: 11th Jun 2009 18:16
body armor
Seth Black
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Posted: 11th Jun 2009 18:18
...that's what I thought.

Bugsy
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Posted: 11th Jun 2009 18:19
yeah. the shotgun would do a lot of damage to people mutated by radiation that are practically naked.

can we get plystire or airslide in here?
Kravenwolf
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Posted: 11th Jun 2009 18:25
Just shoot the guards in the head with the shotgun


-Kravenwolf

Success is not final--failure is not eternal.
djmaster
User Banned
Posted: 11th Jun 2009 18:26
Then just reverse the monster and guard values in my previous post.

A.K.A. chargerbandit
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Seth Black
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Posted: 11th Jun 2009 18:26 Edited at: 11th Jun 2009 18:27
Quote: "Just shoot the guards in the head with the shotgun"


...that usually works.

Bugsy
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Posted: 11th Jun 2009 18:37
omg. i understand that that would make the shotgun able to kill the zombie easily and guard slowly, but the ak47, formatted for killing the guard (really high damage) would kill the zombie in one shot
Kravenwolf
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Posted: 11th Jun 2009 18:45 Edited at: 11th Jun 2009 18:48
Quote: "Then just reverse the monster and guard values in my previous post."


It wouldn't work for what he wants. He would need one type of gun capable of dealing two different amounts of damage to different characters. You will have to make a script for this to work afterall. Sorry. I'm not really even sure if it's possible for a character to 'know' what gun is shooting him to calculate the damage he takes. But then again, I don't know anything about scripting.


-Kravenwolf

Success is not final--failure is not eternal.
Bugsy
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Posted: 11th Jun 2009 18:47 Edited at: 11th Jun 2009 18:48
ALRIGHT: better system:
zombie health=200
guard health=150
looter health=100

zombie spawn=3-4 at a time- making the shotguns spread best for them- making you not want to waste shotty ammo on anyone else
guard spawn=1-2 in a big open area, making the ak47 or suppressed sniper the best bet
looter spawn=2-3 at a time in a close range area- getting near looters spawns zombies- best bet is to sneak around them and kill them with the mp5ssd5 or if you must fight close range- the uzi.

ak47 damage= 33
mp5ssd5 damage= 10
deagle damage= 20
shotgun damage= 20 per iteration, 10 iterations
uzi damage= 15, fast fire rate.
m21 suppressed damage= 200 -very little ammo
unless you have a better idea?
Dar13
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Posted: 11th Jun 2009 20:05
This is actually very easy to do in Ply's Mod or Project Blue UM. There are a command(shotbyweap=x) that you can actually set the damage value to 0 and then edit the health based on weapon.

Example script:


Bugsy
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Posted: 11th Jun 2009 20:37
I see, I have neither of them.

ANYWAY

there was someone advertising a model pack with an mp5ssd and a ak47, only those 2, and i've searched for a while. i believe they were 5.00 USD

pleeeease someone tell me where they are! I beg you
Errant AI
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Posted: 11th Jun 2009 20:41
Use Ply's Mod or Project Blue :UM Ed.
There's a script condition of shotbyweap=X you can use to easily give an enemy a weakness to a specified weapon.
Bugsy
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Posted: 11th Jun 2009 20:45
as i said i have neither. but as soon as my computers directX weirdness gets sorted out, I will gett them

ANYWAAAAAAY!!!!

those weapons, any idea?
Errant AI
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Posted: 11th Jun 2009 20:52
heh- my bad. Didn't see the last 2 posts
Bugsy
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Posted: 11th Jun 2009 20:59
Nah its cool... got an answer?
Errant AI
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Posted: 11th Jun 2009 21:03
Bugsy
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Posted: 11th Jun 2009 21:05
E AI your my best friend.
Bigsnake
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Posted: 11th Jun 2009 23:02
Theres an easier way than just changing health values. When in Entity edit mode there is a damage tab. Enter any value you wan't and that will change the weapons damage. You can also change How many defaults clips the gun has and its ammo for each clip.

There is nothing to fear in life , Exsept Ur Mum !
Dar13
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Posted: 11th Jun 2009 23:30
@Bigsnake: Read the earlier posts please. That does not work for multiple weapons doing different damage to different entities.

Bugsy
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Posted: 11th Jun 2009 23:39
yes. so anyone wanna do the dark chernobyl pack? I'd prolly end up making it a game.

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