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Full Version: How to use custom wepaon files in a mod?
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stop punching mah salad!

btw: push
I put this together to change the weapons dmg on range and hitlocation

Code:
// Range Var

      range = int(distance(self.origin, eAttacker.origin));


// Aku Dmg modify

    if(range <= 3000 && range > 0 && (isSubStr(sWeapon, "ak74u_")))
    {
      switch( sHitLoc )
    {
    case "helmet":
    case "neck":
    case "head":
        n = RandomInt(18);
        iDamage = 65 + n;
        break;
    case "torso_upper":
    case "torso_lower":
    case "right_arm_upper":
    case "left_arm_upper":
    case "right_arm_lower":
    case "left_arm_lower":
    case "right_leg_upper":
    case "left_leg_upper":
    case "right_leg_lower":
    case "left_leg_lower":*/
        iDamage = (-0.0033333 * range) + 34;
        break;
    case "right_hand":
    case "left_hand":
    case "right_foot":
    case "left_foot":
        iDamage = 10;
        break;
    case "gun":
        iDamage = 0;
        break; */
    }else
    if(range > 3000 && (isSubStr(sWeapon, "ak74u_")))
    {
       switch( sHitLoc )
    {
    case "helmet":
    case "neck":
    case "head":
        n = RandomInt(10);
        iDamage = 65 + n;
        break;
    case "torso_upper":
    case "torso_lower":
    case "right_arm_upper":
    case "left_arm_upper":
    case "right_arm_lower":
    case "left_arm_lower":
    case "right_leg_upper":
    case "left_leg_upper":
    case "right_leg_lower":
    case "left_leg_lower":
        iDamage = 24;
        break;
    case "right_hand":
    case "left_hand":
    case "right_foot":
    case "left_foot":
        iDamage = 5;
        break;
    case "gun":
        iDamage = 0;
        break;
     }
    }else  if(range <= 3000 && range > 0 && (isSubStr(sWeapon, "ak47_"))) //AK Headshot does more Dmg
    {
      switch( sHitLoc )
    {
    case "helmet":
    case "neck":
    case "head":
        n = RandomInt(15);
        iDamage = 95 + n;
        break;
    case "torso_upper":
    case "torso_lower":
    case "right_arm_upper":
    case "left_arm_upper":
    case "right_arm_lower":
    case "left_arm_lower":
    case "right_leg_upper":
    case "left_leg_upper":
    case "right_leg_lower":
    case "left_leg_lower":
        iDamage = (-0.0033333 * range) + 44;
        break;
    case "right_hand":
    case "left_hand":
    case "right_foot":
    case "left_foot":
        iDamage = 10;
        break;
    case "gun":
        iDamage = 0;
        break;
      }
    }else
    if(range > 3000 && (isSubStr(sWeapon, "ak47_")))
    {
      switch( sHitLoc )
    {
    case "helmet":
    case "neck":
    case "head":
        n = RandomInt(7);
        iDamage = 95 + n;
        break;
    case "torso_upper":
    case "torso_lower":
        iDamage = 35;
        break;
    case "right_arm_upper":
    case "left_arm_upper":
    case "right_arm_lower":
    case "left_arm_lower":
    case "right_leg_upper":
    case "left_leg_upper":
    case "right_leg_lower":
    case "left_leg_lower":
        iDamage = 30;
        break;
    case "right_hand":
    case "left_hand":
    case "right_foot":
    case "left_foot":
        iDamage = 5;
        break;
    case "gun":
        iDamage = 0;
        break;
    }
}

I tested this with many changes but sHitLoc or break; or something else won't work as it should. I can do these Headshots and they work very well, but when I shot torso or other locations i get a hitmarker, but do no dmg at all. the target becomes 0 hitmarker at all, when shot everything else then head. i worked hours on that to figure out how to balance ak and aku on range and close but damn....there must be a mistake that i don't see Angry

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