GiMMLi's Scripting Tutorials

Adding a damage type  
DamageType Adding

//-----BaseProjData.cs --- the # on bulletdamagetype is an index #!

$BulletDamageType = 1;
//--------------------------------------
BulletData ChaingunBullet
{
bulletShapeName = "bullet.dts";
explosionTag = bulletExp0;
expRandCycle = 3;
mass = 0.05;
bulletHoleIndex = 0;

damageClass = 0; // 0 impact, 1, radius
damageValue = 0.11;
damageType = $BulletDamageType;

aimDeflection = 0.005;
muzzleVelocity = 425.0;
totalTime = 1.5;
inheritedVelocityScale = 1.0;
isVisible = False;

tracerPercentage = 1.0;
tracerLength = 30;
};

//-------------Game.cs-----------------
$deathMsg[$BulletDamageType, 0] = "%1 ventilates %2 with %3 chaingun.";
$deathMsg[$BulletDamageType, 1] = "%1 gives %2 an overdose of lead.";
$deathMsg[$BulletDamageType, 2] = "%1 fills %2 full of holes.";
$deathMsg[$BulletDamageType, 3] = "%1 guns down %2.";


//------------Vehicle.cs---------------
$DamageScale[Scout, $BulletDamageType] = 1.0;
$DamageScale[LAPC, $BulletDamageType] = 1.0;
$DamageScale[HAPC, $BulletDamageType] = 1.0;


//------------ArmorData.cs-------------
$DamageScale[larmor, $BulletDamageType] = 1.2;
$DamageScale[marmor, $BulletDamageType] = 1.2;
$DamageScale[harmor, $BulletDamageType] = 1.2;
$DamageScale[lfemale, $BulletDamageType] = 1.2;
$DamageScale[mfemale, $BulletDamageType] = 1.2;

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