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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
Mensajes: 395
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19/05/2023, 12:53 PM
(Última modificación: 19/05/2023, 12:53 PM por [E]manuelitop15.)
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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SI NECESITAS UN PLUGIN TE LO HAGO $$$
COMUNICATE A MI DISCORD: emanuelitop15
Mensajes: 454
Temas: 95
Registro en: May 2015
Reputación:
8
19/05/2023, 01:30 PM
(Última modificación: 19/05/2023, 01:34 PM por Blackk. Edited 2 times in total.)
(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
Código PHP: public ham_TakeDamage(victim, inflictor, attacker, Float:damage, damage_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_bNoDamage, victim)) return HAM_SUPERCEDE; if (is_same_class(attacker, victim)) 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(victim, OFFSET_A, OFFSET_B) == HIT_HEAD) SetHamParamFloat(4, damage += damage * CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 15.00) else SetHamParamFloat(4, damage += 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(victim, OFFSET_A, OFFSET_B) == HIT_HEAD){ SetHamParamFloat(4, damage += damage * CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00) } else SetHamParamFloat(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += damage * 6.00) else if(get_user_weapon(attacker) == CSW_M3 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 12.00) else if(get_user_weapon(attacker) == CSW_AK47 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 7.00) else if(get_user_weapon(attacker) == CSW_MP5NAVY && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 6.00) else if(get_user_weapon(attacker) == CSW_M4A1 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 7.00) else SetHamParamFloat(4, damage += 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(0, 95)) { case 0..90: { if(get_user_weapon(attacker) == CSW_DEAGLE && gDeagle[attacker]) { if (get_pdata_int(victim, OFFSET_A, OFFSET_B) == HIT_HEAD) SetHamParamFloat(4, damage += damage * CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 15.00) else SetHamParamFloat(4, damage += 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(victim, OFFSET_A, OFFSET_B) == HIT_HEAD){ SetHamParamFloat(4, damage += damage * CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00) } else SetHamParamFloat(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += damage * 5.00) else if(get_user_weapon(attacker) == CSW_M3 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 12.00) else if(get_user_weapon(attacker) == CSW_AK47 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 6.00) else if(get_user_weapon(attacker) == CSW_MP5NAVY && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 5.00) else if(get_user_weapon(attacker) == CSW_M4A1 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 7.00) else SetHamParamFloat(4, damage += 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(victim, OFFSET_A, OFFSET_B) == HIT_HEAD) SetHamParamFloat(4, damage += damage * CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 15.00) else SetHamParamFloat(4, damage += 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(victim, OFFSET_A, OFFSET_B) == HIT_HEAD){ SetHamParamFloat(4, damage += damage * CLASES_HUMANAS[g_iHumanClass[attacker]][DMGHM] * Ammount_DamageH(gHabilidad[attacker][0][0]) * Ammount_DamageReset(gLevel[attacker][1] + 1) * 12.00) } else SetHamParamFloat(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += 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(4, damage += damage * 5.00) else if(get_user_weapon(attacker) == CSW_M3 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 12.00) else if(get_user_weapon(attacker) == CSW_AK47 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 6.00) else if(get_user_weapon(attacker) == CSW_MP5NAVY && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 5.00) else if(get_user_weapon(attacker) == CSW_M4A1 && g_iClass[attacker] == SURVIVOR) SetHamParamFloat(4, damage += damage * 7.00) else SetHamParamFloat(4, damage += 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 szReward, szFlags; szFlags = get_user_flags(attacker) if (szFlags & STAFF) szReward = 3 else if (szFlags & ADMIN) szReward = 3 else if (szFlags & VIP_FULL) szReward = 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], 5, 74536200) 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] > 100) szDamage = 125 * 100 else szDamage = 100 * gLevel[attacker][1] + 2 while (gDamageDealt[attacker] >= szDamage) { gCombo[attacker]+= szReward + gLevel[attacker][1] + 1 + Ammount_Combaso(gMejorasT[attacker][1][1]) g_iAmmoPacks[attacker]++ gDamageDealt[attacker] -= szDamage } new szComboDamage[10], szComboDamage2[10] acortar2(floatround(damage), szComboDamage, 9) acortar(gComboDamage[attacker], szComboDamage2, 9)
for (new i; i < sizeof(gComboInfo) - 1; i++) { if (gCombo[attacker] >= gComboInfo[i][gCombos]) { set_hudmessage(gComboInfo[i][Rojo], gComboInfo[i][Verde], gComboInfo[i][Azul], gPosicionCombo2[attacker], gPosicionCombo[attacker], 0, 1.5, 1.5, 1.0, 1.0) ShowSyncHudMsg(attacker, gComboHud, "Combo %s AmmoPacks^n%s %d hits %s de Daño^nhit %s de Daño",Add_Point(gCombo[attacker]),gComboInfo[i][gMessage], gHits[attacker], szComboDamage2, szComboDamage) } } 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_ONE, get_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(50.0, 150.0) fVec[1] = random_float(50.0, 150.0) fVec[2] = random_float(50.0, 150.0) set_pev(victim, pev_punchangle, fVec) } if (g_iClass[attacker] == NEMESIS) { if (inflictor == attacker) SetHamParamFloat(4, 150.0) return HAM_IGNORED; } if (g_iClass[attacker] == ASSASIN) { if (inflictor == attacker) SetHamParamFloat(4, 225.0) return HAM_IGNORED; } if (g_iClass[attacker] == SUPERNEMESIS) { if (inflictor == attacker) SetHamParamFloat(4, 425.0) 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(attacker, pev_button) & IN_ATTACK) { if (!gMejorasT[attacker][1][2]) SetHamParamFloat(4, damage += (5) + ((Ammount_DamageZ(gHabilidad[attacker][0][0])))) else SetHamParamFloat(4, damage += (5) + (Ammount_DamageZ(gHabilidad[attacker][0][0])) + 95) } else if (pev(attacker, pev_button) & IN_ATTACK2) { if (!gMejorasT[attacker][1][2]) SetHamParamFloat(4, damage += (5) + ((Ammount_DamageZ(gHabilidad[attacker][0][0])))) else SetHamParamFloat(4, damage += (5) + ((Ammount_DamageZ(gHabilidad[attacker][0][0]))) + 105) } return HAM_IGNORED; }
static Float:flArmor pev(victim, pev_armorvalue, flArmor) if (flArmor > 0.0) { emit_sound(victim, CHAN_BODY, g_szSound_ArmorHit, 1.0, ATTN_NORM, 0, PITCH_NORM)
if (flArmor - damage > 0.0) set_pev(victim, pev_armorvalue, flArmor - floatround(damage) - Ammount_Cost_ArmorZ(gHabilidad[attacker][1][3])) else cs_set_user_armor(victim, 0, CS_ARMOR_NONE) return HAM_SUPERCEDE; } make_zombie(victim, attacker, 0, 0, 1) gHitsZ[attacker] ++ gComboZ[attacker]+= gAmmountInfectExp(gLevel[victim][0]) + Ammount_Vampirismo(gMejorasT[attacker][0][2]) remove_task(attacker+TASK_COMBOZ) for (new i; i < sizeof(gComboInfoZ) - 1; i++) { if (gComboZ[attacker] >= gComboInfoZ[i][gCombosZ]) {
set_hudmessage(255, 0, 0, gPosicionCombo2[attacker], gPosicionCombo[attacker], 0, 1.5, 1.5, 1.0, 1.0) ShowSyncHudMsg(attacker, gComboHud, "%d Infeccio%s de %d AmmoPacks^n%s^n", gHitsZ[attacker], gHitsZ[attacker] >= 2 ? "nes" : "n", gComboZ[attacker], gComboInfoZ[i][gMessageZ]) } } fm_set_user_health(attacker, pev(attacker, pev_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
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19/05/2023, 02:00 PM
(Última modificación: 19/05/2023, 02:01 PM por [E]manuelitop15. Edited 1 time in total.)
Fijate como seteas esto en el modo wesker
Código PHP: if (Check_Var(g_bNoDamage, victim)) return HAM_SUPERCEDE; if (is_same_class(attacker, victim)) 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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probé de las 2 formas, y nada
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(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
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SI NECESITAS UN PLUGIN TE LO HAGO $$$
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(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
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