I should clarify, I'm assuming you're talking about MP mod. If you
look in the mp5 script that comes with the sample sdk:

WeaponData
{
        // Weapon characteristics:
        "Damage"                        "26"            // damage per bullet
        "Bullets"                       "1"             // bullets per shoot
        "CycleTime"                     "0.075"         // time between shoots


Just set the damage to be whatever you want. The cvars like
sk_plr_dmg_pistol are only used (as far as I know) in the GetAmmoDef
function in your gamerules class.



On Sat, 22 Jan 2005 23:22:51 -0500, David Nelson <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> thanks for the info.. but how and where in the script can I do this?  I've
> looked at HL's scripts and can't find any examples.  Do I just set me
> sk_plr_dmg_pistol to a value?
>
> Basicly when I shoot the 357 it hits objects with so much force.  How do I
> create that force with my own weapon?  Is that done in the fire code or the
> damage like I originaly thought?
>
> Thanks,
> David
>
> -------Original Message-------
>
> From: [email protected]
> Date: 01/22/05 23:03:21
> To: [email protected]
> Subject: Re: [hlcoders] sk_plr_dmg_pistol
>
> You can set the damage for a bullet in that weapon's script file.
>
> On Sat, 22 Jan 2005 22:55:46 -0500, David Nelson <[EMAIL PROTECTED]>
> wrote:
> > I setup my own ammo in hl2_gamerules and setup the CVar sk_plr_dmg_pistol.
> > But where is the cvar assigned a value of how much damage to do?  Is this
> > done with the DMG_BULLET?  Or can you set a value to it?
> >
> > Thanks,
> > David
> >
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