Call of Duty bo3: Damage types and MeansOfDeath: Difference between revisions
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<pre> | <pre> | ||
self waittill( "damage", damage, attacker, | self waittill( "damage", damage, attacker, direction, point, type, modelName, tagName, partname, weapon, flags, inflictor, chargeLevel ); | ||
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, | [[level.callbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, boneIndex, vSurfaceNormal ); | ||
</pre> | </pre> | ||
Revision as of 04:12, 16 October 2016
Name | Description |
MOD_DROWN | When the player drowns |
MOD_HIT_BY_OBJECT | Hit by an object |
MOD_MELEE_WEAPON_BUTT | Killed by being hit with the end of a weapon. |
MOD_BAYONET | Injured or killed by Bayonet |
MOD_BURNED | Burned with flamethrower or molotov |
MOD_CRUSH | Run over by a tank |
MOD_EXPLOSIVE | Damage received by explosive type weapon |
MOD_FALLING | Fall damage |
MOD_GRENADE | Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance) |
MOD_GRENADE_SPLASH | Grenade and satchel explosion |
MOD_HEAD_SHOT | Headshot death |
MOD_IMPACT | Direct impact of flares, grenades etc. |
MOD_MELEE | Knife attack |
MOD_PISTOL_BULLET | Pistols and shotguns |
MOD_PROJECTILE | Projectile type weapon |
MOD_PROJECTILE_SPLASH | Projectile explosion |
MOD_RIFLE_BULLET | Rifle bullet |
MOD_SUICIDE | Self murder (e.g. carried out by an anti-camping script) |
MOD_TELEFRAG | Telefragged (entity spawned into another kills the first entity) |
MOD_TRIGGER_HURT | Injured by a trigger_hurt |
MOD_UNKNOWN | Misc. type (undefined MOD) |
Code examples
Damage
self waittill( "damage", damage, attacker, direction, point, type, modelName, tagName, partname, weapon, flags, inflictor, chargeLevel ); [[level.callbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, boneIndex, vSurfaceNormal );
eInflictor | The entity that causes the damage (e.g. a turret) |
eAttacker | The entity that is attacking |
iDamage | Integer specifying the amount of damage done |
iDFlags | Integer specifying flags that are to be applied to the damage |
sMeansOfDeath | Integer specifying the method of death |
sWeapon | The weapon number of the weapon used to inflict the damage |
vPoint | The point the damage is from? |
vDir | The direction of the damage |
sHitLoc | The location of the hit |
psOffsetTime | The time offset for the damage |
iDFlags:
level.iDFLAGS_NOFLAG = 0; level.iDFLAGS_RADIUS = 1; // damage was indirect level.iDFLAGS_NO_ARMOR = 2; // armor does not protect from this damage level.iDFLAGS_NO_KNOCKBACK = 4; // do not affect velocity, just view angles level.iDFLAGS_PENETRATION = 8; // damage occurred after one or more penetrations level.iDFLAGS_DESTRUCTIBLE_ENTITY = 16; // force the destructible system to do damage to the entity level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT = 32; // missile impacted on the front of the victim's shield level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE = 64; // ...and was from a projectile with "Big Explosion" checked on. level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH = 128; // explosive splash, somewhat deflected by the victim's shield level.iDFLAGS_HURT_TRIGGER_ALLOW_LASTSTAND = 256; // The trigger that applied the damage will ignore laststand level.iDFLAGS_DISABLE_RAGDOLL_SKIP = 512; // Don't go to ragdoll if got damage while playing death animation // script-defined: level.iDFLAGS_NO_TEAM_PROTECTION = 1024; level.iDFLAGS_NO_PROTECTION = 2048; level.iDFLAGS_PASSTHRU = 4096;
Death
level.player waittill( "death", attacker, cause, weaponName ); [[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
deathAnimDuration | Length of the death animation |
(see above for the rest)