No recibe ni hace daño
#1
estuve creando un modo individual wesker, al zp, pero al momento de largar el modo, no recibe daño ni realiza el mismo, algun consejo de que podria ser?, segui el mismo metodo al crear el survivor
https://steamcommunity.com/id/adriancek1ng/

Aquellos que te critican quieren verte distinto,
Por que ven en ti lo que ellos no serán jamás. Feel like a sir
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#2
Fijate en takedamage que if's tenes para que no se reciba daño. Capaz pusiste por accidente que en este modo se modifique algo de ese daño, y por las dudas tambien fijate en traceattack
___________________________________
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#3
(19/05/2023, 12:53 PM)[E]manuelitop15 escribió: Fijate en takedamage que if's tenes para que no se reciba daño. Capaz pusiste por accidente que en este modo se modifique algo de ese daño, y por las dudas tambien fijate en traceattack

el tema es que hice otro modo anterior mente, y lo hice igual, no generó problemas y me revise todo el takedamage y el traceattack y nada, estoy estresado Whatdone

Código PHP:
public ham_TakeDamage(victiminflictorattackerFloat:damagedamage_type)
{
    if (
victim == attacker || !is_user_valid_connected(attacker))
        return 
HAM_IGNORED;
    
    if (
g_iRound[ROUND_START] || g_iRound[ROUND_END])
        return 
HAM_SUPERCEDE;
    
    if (
Check_Var(g_bNoDamagevictim))
        return 
HAM_SUPERCEDE;
    
    if (
is_same_class(attackervictim))
        return 
HAM_SUPERCEDE;


    if (
g_iClass[attacker] < ZOMBIE) {
        
        if(!
gMejorasT[attacker][0][1]){
            if(
get_user_weapon(attacker) == CSW_DEAGLE && gDeagle[attacker]) {
                if (
get_pdata_int(victimOFFSET_AOFFSET_B) == HIT_HEAD)
                    
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 15.00)
                else 
                    
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 7.00)
            }
            else if(
get_user_weapon(attacker) == CSW_AWP && gM200[attacker]){
                if (
get_pdata_int(victimOFFSET_AOFFSET_B) == HIT_HEAD){
                    
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00)
                }
                else 
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 4.00)
            }
            else if(
get_user_weapon(attacker) == CSW_TMP && gLamTMP[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.35)
            else if(
get_user_weapon(attacker) == CSW_M3 && gSpas[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 5.00)
            else if(
get_user_weapon(attacker) == CSW_SG550 && gSG550[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.50)
            else if (
get_user_weapon(attacker) == CSW_AWP && gAWPFire[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
            else if (
get_user_weapon(attacker) == CSW_AWP && gAWPFrost[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
            else if(
get_user_weapon(attacker) == CSW_SCOUT && gMataGatos[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1)* 1.50)
            else if(
get_user_weapon(attacker) == CSW_G3SG1 && gG3SS1[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1)* 1.50)
            else if(
get_user_weapon(attacker) == CSW_XM1014 && gXM1014[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.50)
            else if(
get_user_weapon(attacker) == CSW_XM1014 && gWARHAMMER[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
            else if(
get_user_weapon(attacker) == CSW_M249 && gM249[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
            else if(
get_user_weapon(attacker) == CSW_M4A1 && gM4A1S[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.50)
            else if(
get_user_weapon(attacker) == CSW_AK47 && gAK47[attacker])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.60)
            else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][0])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.00)
            else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][1])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
            else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][2])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 4.00)    
            else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][3])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 8.00)
            else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][4])
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00)
            else if(
get_user_weapon(attacker) == CSW_M249 && g_iClass[attacker] == SURVIVOR)
                
SetHamParamFloat(4damage += damage 6.00)
            else if(
get_user_weapon(attacker) == CSW_M3 && g_iClass[attacker] == SURVIVOR)
                
SetHamParamFloat(4damage += damage 12.00)
            else if(
get_user_weapon(attacker) == CSW_AK47 && g_iClass[attacker] == SURVIVOR)
                
SetHamParamFloat(4damage += damage 7.00)
            else if(
get_user_weapon(attacker) == CSW_MP5NAVY && g_iClass[attacker] == SURVIVOR)
                
SetHamParamFloat(4damage += damage 6.00)
            else if(
get_user_weapon(attacker) == CSW_M4A1 && g_iClass[attacker] == SURVIVOR)
                
SetHamParamFloat(4damage += damage 7.00)
            else 
            
                
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.00)
        }
        else {
    
            switch (
random_num(095)) {
                case 
0..90
                {
                    if(
get_user_weapon(attacker) == CSW_DEAGLE && gDeagle[attacker]) {
                        if (
get_pdata_int(victimOFFSET_AOFFSET_B) == HIT_HEAD)
                            
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 15.00)
                        else 
                            
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 7.00)
                    }
                    else if(
get_user_weapon(attacker) == CSW_AWP && gM200[attacker]){
                        if (
get_pdata_int(victimOFFSET_AOFFSET_B) == HIT_HEAD){
                            
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00)
                        }
                        else 
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 4.00)
                    }
                    else if(
get_user_weapon(attacker) == CSW_M3 && gSpas[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 5.00)
                    else if(
get_user_weapon(attacker) == CSW_SG550 && gSG550[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.50)
                    else if(
get_user_weapon(attacker) == CSW_TMP && gLamTMP[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.35)
                    else if (
get_user_weapon(attacker) == CSW_AWP && gAWPFire[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
                    else if (
get_user_weapon(attacker) == CSW_AWP && gAWPFrost[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
                    else if(
get_user_weapon(attacker) == CSW_SCOUT && gMataGatos[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1)* 1.50)
                    else if(
get_user_weapon(attacker) == CSW_G3SG1 && gG3SS1[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1)* 1.50)
                    else if(
get_user_weapon(attacker) == CSW_XM1014 && gXM1014[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.50)
                    else if(
get_user_weapon(attacker) == CSW_XM1014 && gWARHAMMER[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
                    else if(
get_user_weapon(attacker) == CSW_M249 && gM249[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
                    else if(
get_user_weapon(attacker) == CSW_M4A1 && gM4A1S[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.50)
                    else if(
get_user_weapon(attacker) == CSW_AK47 && gAK47[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.60)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][0])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.00)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][1])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][2])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 4.00)    
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][3])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 8.00)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][4])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00)
                    else if(
get_user_weapon(attacker) == CSW_M249 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 5.00)
                    else if(
get_user_weapon(attacker) == CSW_M3 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 12.00)
                    else if(
get_user_weapon(attacker) == CSW_AK47 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 6.00)
                    else if(
get_user_weapon(attacker) == CSW_MP5NAVY && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 5.00)
                    else if(
get_user_weapon(attacker) == CSW_M4A1 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 7.00)
                    else 
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.00)
                }
                case 
91..95: {
                    if(
get_user_weapon(attacker) == CSW_DEAGLE && gDeagle[attacker]) {
                        if (
get_pdata_int(victimOFFSET_AOFFSET_B) == HIT_HEAD)
                            
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 15.00)
                        else 
                            
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 7.00)
                    }
                    else if(
get_user_weapon(attacker) == CSW_AWP && gM200[attacker]){
                        if (
get_pdata_int(victimOFFSET_AOFFSET_B) == HIT_HEAD){
                            
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00)
                        }
                        else 
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 4.00)
                    }
                    else if(
get_user_weapon(attacker) == CSW_M3 && gSpas[attacker]) 
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 5.50)
                    else if(
get_user_weapon(attacker) == CSW_SG550 && gSG550[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
                    else if(
get_user_weapon(attacker) == CSW_TMP && gLamTMP[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.50)
                    else if (
get_user_weapon(attacker) == CSW_AWP && gAWPFire[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.50)
                    else if (
get_user_weapon(attacker) == CSW_AWP && gAWPFrost[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.50)
                    else if(
get_user_weapon(attacker) == CSW_SCOUT && gMataGatos[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
                    else if(
get_user_weapon(attacker) == CSW_G3SG1 && gG3SS1[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
                    else if(
get_user_weapon(attacker) == CSW_XM1014 && gXM1014[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1)* 4.00)
                    else if(
get_user_weapon(attacker) == CSW_XM1014 && gWARHAMMER[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.50)
                    else if(
get_user_weapon(attacker) == CSW_M249 && gM249[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.50)
                    else if(
get_user_weapon(attacker) == CSW_M4A1 && gM4A1S[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)
                    else if(
get_user_weapon(attacker) == CSW_AK47 && gAK47[attacker])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.10)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][0])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.00)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][1])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.50)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][2])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 2.00)    
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][3])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 3.00)
                    else if(
get_user_weapon(attacker) == CSW_KNIFE && g_knife[attacker][4])
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 5.50)
                           else if(
get_user_weapon(attacker) == CSW_M249 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 5.00)
                    else if(
get_user_weapon(attacker) == CSW_M3 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 12.00)
                    else if(
get_user_weapon(attacker) == CSW_AK47 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 6.00)
                    else if(
get_user_weapon(attacker) == CSW_MP5NAVY && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 5.00)
                    else if(
get_user_weapon(attacker) == CSW_M4A1 && g_iClass[attacker] == SURVIVOR)
                        
SetHamParamFloat(4damage += damage 7.00)
                    else 
                        
SetHamParamFloat(4damage += damage CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 1.40)
            
                    
thunder_player(victim)
                }
            }
        }

        if (
get_user_weapon(attacker) == CSW_M4A1 && gM4A1S[attacker]) {
            switch (
random_num(0,50)){
                case 
50:CHECK_EFFECT_FROST(victim)
            }
        }
        if (
get_user_weapon(attacker) == CSW_AWP && gAWPFrost[attacker]) CHECK_EFFECT_FROST(victim)
        if (
get_user_weapon(attacker) == CSW_AWP && gAWPFire[attacker]) CHECK_EFFECT_FIRE(victim)
        
        if(
g_seleciono[attacker] && g_iHumanClass[attacker] && g_iHumanClassNext[attacker] == 12){
            if(
gAWPFrost[attacker] || gAWPFire[attacker] || gM4A1S[attacker]) return HAM_IGNORED;
            
            switch (
random_num(0,98)){
                case 
98:CHECK_EFFECT_FIRE(victim)
            }
        }
        static 
szRewardszFlags;
        
szFlags get_user_flags(attacker)
    
        if (
szFlags STAFFszReward 3
        
else if (szFlags ADMINszReward 3
        
else if (szFlags VIP_FULLszReward 2
        
else szReward 1
        
        gDamageDealt
[attacker] += floatround(damage)
        
gComboDamage[attacker] += floatround(damage)
        
gHits[attacker]++
        
UpdateLevel(attacker)
        
remove_task(attacker+TASK_COMBO)
        
        
        
g_iAmmoPacks[attacker] = clamp(g_iAmmoPacks[attacker], 574536200
        
        static 
szDamage
        if(
get_user_weapon(attacker) == CSW_DEAGLE && gDeagle[attacker]) szDamage 250 100
        
else if(get_user_weapon(attacker) == CSW_AWP && gM200[attacker]) szDamage 250 100
        
else if(gLevel[attacker][1] > 100szDamage 125 100 
        
else szDamage 100 gLevel[attacker][1] + 
        
        
while (gDamageDealt[attacker] >= szDamage) {
                
gCombo[attacker]+= szReward gLevel[attacker][1] + Ammount_Combaso(gMejorasT[attacker][1][1])
                
g_iAmmoPacks[attacker]++
                
gDamageDealt[attacker] -= szDamage
        
}
        new 
szComboDamage[10], szComboDamage2[10]
        
acortar2(floatround(damage), szComboDamage9)
        
        
acortar(gComboDamage[attacker], szComboDamage29)

        for (new 
isizeof(gComboInfo) - 1i++) {
            if (
gCombo[attacker] >= gComboInfo[i][gCombos]) {
                
set_hudmessage(gComboInfo[i][Rojo], gComboInfo[i][Verde], gComboInfo[i][Azul], gPosicionCombo2[attacker], gPosicionCombo[attacker], 01.51.51.01.0)
                
ShowSyncHudMsg(attackergComboHud"Combo %s AmmoPacks^n%s %d hits %s de Daño^nhit %s de Daño",Add_Point(gCombo[attacker]),gComboInfo[i][gMessage], gHits[attacker], szComboDamage2szComboDamage)
            }
        }
        if(
gMejorasT[attacker][1][1]) set_task(5.0"Finish_Combo"attacker+TASK_COMBO)
        else 
set_task(4.0"Finish_Combo"attacker+TASK_COMBO)

        return 
HAM_IGNORED;
 
    }
    if(
g_iClass[attacker] == ZOMBIE && g_iZombieClass[attacker] == 11)
    {        
        
message_begin(MSG_ONEget_user_msgid("ScreenFade"), _victim)
        
write_short((1<<12)) // duration
        
write_short(0// hold time
        
write_short(0x0000// fade type
        
write_byte(180// red
        
write_byte(0// green
        
write_byte(0// blue
        
write_byte(200// alpha
        
message_end()
        
        new 
Float:fVec[3]
        
fVec[0] = random_float(50.0150.0)
        
fVec[1] = random_float(50.0150.0)
        
fVec[2] = random_float(50.0150.0)
        
        
set_pev(victimpev_punchanglefVec)
    }
    
    if (
g_iClass[attacker] == NEMESIS) {
        if (
inflictor == attackerSetHamParamFloat(4150.0)
        
        return 
HAM_IGNORED;
    }
    if (
g_iClass[attacker] == ASSASIN) {
        if (
inflictor == attackerSetHamParamFloat(4225.0)
        
        return 
HAM_IGNORED;
    }
    if (
g_iClass[attacker] == SUPERNEMESIS) {
        if (
inflictor == attackerSetHamParamFloat(4425.0)
        
        return 
HAM_IGNORED;
    }

    if (
g_iRound[ROUND_SURVIVOR] || g_iRound[ROUND_WESKER] || g_iRound[ROUND_NINJA] || g_iRound[ROUND_SWARM] || g_iRound[ROUND_ASSASIN] || g_iRound[ROUND_SUPERNEMESIS] || g_iRound[ROUND_PLAGUE] || g_iRound[ROUND_L4D] || fnGetHumans() == 1){
        if (
pev(attackerpev_button) & IN_ATTACK) {
            if (!
gMejorasT[attacker][1][2])
                
SetHamParamFloat(4damage += (5) + ((Ammount_DamageZ(gHabilidad[attacker][0][0]))))
            else
                
SetHamParamFloat(4damage += (5) + (Ammount_DamageZ(gHabilidad[attacker][0][0])) + 95)
        }
        else if (
pev(attackerpev_button) & IN_ATTACK2) {
            if (!
gMejorasT[attacker][1][2])
                
SetHamParamFloat(4damage += (5) + ((Ammount_DamageZ(gHabilidad[attacker][0][0]))))
            else
                
SetHamParamFloat(4damage += (5) + ((Ammount_DamageZ(gHabilidad[attacker][0][0]))) + 105)
        }
        return 
HAM_IGNORED;
    }

    static 
Float:flArmor
    pev
(victimpev_armorvalueflArmor)
        
    if (
flArmor 0.0) {
        
emit_sound(victimCHAN_BODYg_szSound_ArmorHit1.0ATTN_NORM0PITCH_NORM)

        if (
flArmor damage 0.0set_pev(victimpev_armorvalueflArmor floatround(damage) - Ammount_Cost_ArmorZ(gHabilidad[attacker][1][3]))
    
        else 
cs_set_user_armor(victim0CS_ARMOR_NONE)
        
        return 
HAM_SUPERCEDE;
    }    
    
make_zombie(victimattacker001)
    
gHitsZ[attacker] ++
    
gComboZ[attacker]+= gAmmountInfectExp(gLevel[victim][0]) + Ammount_Vampirismo(gMejorasT[attacker][0][2])
    
remove_task(attacker+TASK_COMBOZ)
                    
    for (new 
isizeof(gComboInfoZ) - 1i++) {
        if (
gComboZ[attacker] >= gComboInfoZ[i][gCombosZ]) {

            
set_hudmessage(25500gPosicionCombo2[attacker], gPosicionCombo[attacker], 01.51.51.01.0)
            
ShowSyncHudMsg(attackergComboHud"%d Infeccio%s de %d AmmoPacks^n%s^n"gHitsZ[attacker], gHitsZ[attacker] >= "nes" "n"gComboZ[attacker], gComboInfoZ[i][gMessageZ])
        }
    }    
    
fm_set_user_health(attackerpev(attackerpev_health) + Ammount_Vampirismo2(gMejorasT[attacker][0][2]))
    
set_task(5.0"Finish_ComboZ"attacker+TASK_COMBOZ)
    
    return 
HAM_SUPERCEDE;

hice el mod ninja y wesker, el ninja nunca le setie dmg ni nada, y anda bien, lo mismo el wesker
https://steamcommunity.com/id/adriancek1ng/

Aquellos que te critican quieren verte distinto,
Por que ven en ti lo que ellos no serán jamás. Feel like a sir
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#4
Fijate como seteas esto en el modo wesker

Código PHP:
if (Check_Var(g_bNoDamagevictim))
        return 
HAM_SUPERCEDE;
    
if (
is_same_class(attackervictim))
        return 
HAM_SUPERCEDE
Probalo sacandolo a los 2 y ver si hace daño, si sigue sin hacer daño fijate desactivando el ham takedamage en plugin init y fijate si sigue sin hacer daño. Y si en ese caso sigue sin hacer daño, y no es el takedamage fijate en otras funciones que modifiquen el daño.
___________________________________
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COMUNICATE A MI DISCORD: emanuelitop15
Responder
#5
probé de las 2 formas, y nada
https://steamcommunity.com/id/adriancek1ng/

Aquellos que te critican quieren verte distinto,
Por que ven en ti lo que ellos no serán jamás. Feel like a sir
Responder
#6
(19/05/2023, 03:03 PM)Blackk escribió: probé de las 2 formas, y nada

Entonces el problema no esta en takedamage, estas modificando el daño en otro ham tal vez o funcion
___________________________________
SI NECESITAS UN PLUGIN TE LO HAGO $$$
COMUNICATE A MI DISCORD: emanuelitop15
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#7
(19/05/2023, 03:09 PM)[E]manuelitop15 escribió: Entonces el problema no esta en takedamage, estas modificando el daño en otro ham tal vez o funcion
dudo mucho haber modificado el daño en otro ham, pero me voy a fijar, hasta ahora probé de todo, revisaré por si me saltie algo
https://steamcommunity.com/id/adriancek1ng/

Aquellos que te critican quieren verte distinto,
Por que ven en ti lo que ellos no serán jamás. Feel like a sir
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