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[ Picked text/plain from multipart/alternative ]
would this be the same for single player?  I'm acutally just implementing a
gun in sp.. any idea?  Can I do the same thing?

It just seems wierd how they do the ammo in the game.  They don't actually
seem to create the ammo object with certain properties like they did in HL1.


Thanks for all and any more help,
David

-------Original Message-------

From: [email protected]
Date: 01/22/05 23:47:21
To: [email protected]
Subject: Re: [hlcoders] sk_plr_dmg_pistol

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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>
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