It's called by some monster attacks and its effects change based on player's currently equipped armor. Ok.
Now, I have some custom difficulty levels in my mod that alter the global DamageFactor. I do not want my script to be altered by that value. I want the wounds in the posted script to inflict fixed damage that ignores armor. So I added this in MAPINFO:
Spoiler
DamagetypeBleeding{Factor=1.0ReplaceFactorObituary="%o bled to death"
NOARMOR
}
Thing is that not only I still take 10 damage instead of 3 when I play on skill levels with a damagefactor of 3.5, but when I die from bleeding, I see the message "Player killed himself" instead of the correct obituary. What could be happening?
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Grey_Wolf
Hello there!
After some time that I've been doing other things, I'm back to tweaking a bleeding/wound system I made time ago.
So I have this script:
It's called by some monster attacks and its effects change based on player's currently equipped armor. Ok.
Now, I have some custom difficulty levels in my mod that alter the global DamageFactor. I do not want my script to be altered by that value. I want the wounds in the posted script to inflict fixed damage that ignores armor. So I added this in MAPINFO:
Thing is that not only I still take 10 damage instead of 3 when I play on skill levels with a damagefactor of 3.5, but when I die from bleeding, I see the message "Player killed himself" instead of the correct obituary. What could be happening?
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