Thread: Separating damage in the cfg

Results 1 to 3 of 3
  1. #1
    Registered User
    Join Date
    Jan 2018
    Posts
    2

    Separating damage in the cfg

    Hi. I was wondering if it's possible to separate sk_556_bullet for example to do different damage for player and AI in the cfg.file

  2. #2
    Still learning wolf-3d's Avatar  
    Tester
    Join Date
    Jan 2011
    Location
    Somewhere Warm.
    Posts
    1,431

    Re: Separating damage in the cfg

    Unfortunately you cannot do this at present (and there are no plans to extend the "skill_ .cfg" for such settings/requirements at the moment.)
    The skill_ .cfg files are in "depreciation mode" and the damage modifiers has been migrated to "a damaged caused" within the map placed entity, (the skill_ .cfg is still present due to "Backward compatibility" [for older maps] and because you also need a global default).

    However you could do this via AngelScript and custom weapon damage.
    It should be a case of examining an existing "custom weapon AS code", finding the correct line and then adding and few lines of code.
    e.g.
    If (EH_pointer == "Player")
    dmg = xx; // (new higher/lower damage value.)
    endif

    As the "sk_556_bullet" is also used in SC standard weapon::Mini_Gun (and I am un-sure exactly which weapon you are referring to [or all 566 weapons]).
    Perhaps a good standing point would be to Join the "SC Discord Channel" (see: "Very Top Right" of each Forum Page).
    Join and post your requests in the "AngelScript Channel", the guys there are very helpful.

    PS: Welcome to the Sven Coop Forums.
    Last edited by wolf-3d; 31-01-2018 at 05:31 PM.
    Regards
    Wolf-3D

  3. #3
    Registered User
    Join Date
    Jan 2018
    Posts
    2

    Re: Separating damage in the cfg

    thanks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •