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In a mod I am using a bleeding effect. Currently it also applies when being damaged in a fistfight.

How could I check if an NPC has been damaged by a "non-fist-weapon"?^^

I imagine something like checking if the last damaged source was NOT a fist... is that possible somehow?

Edited by HughJanus

  • Author

I found this one already, but would have to go through all the weapons but the fists 😕

Thanks for responding, though.

  • Author

So if I want to do it for WEAPON_UNARMED, I do it like this?

 

has_entity_been_damaged_by_weapon(Ped, GET_HASH_KEY("WEAPON_UNARMED"), ?);

 

The method wants an integer and I dont know what to insert^^

  • Author

haha I was looking for the third value, where I put the question mark :D

 

I googled and found this from GTA 5, I am now working with the value 0.

 

If youu want to define only a specific weapon, second parameter=weapon hash code, third parameter=0  
If you want to define any melee weapon, second parameter=0, third parameter=1.  
If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2.  

 

  On 3/18/2020 at 5:36 AM, HughJanus said:

haha I was looking for the third value, where I put the question mark 😄

 

I googled and found this from GTA 5, I am now working with the value 0.

 

If youu want to define only a specific weapon, second parameter=weapon hash code, third parameter=0  
If you want to define any melee weapon, second parameter=0, third parameter=1.  
If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2.  

 

 

Very nice, might even solve your problem a bit easier: Use any weapon to determine whether they got first (param 2). If so, then make sure that param = 1 is false, so they have not been damaged by any melee weapon. Should save you from looping through all weapons.

  • Author

I have now used the iterating through weapons, because I didnt want all weapons to cause bleeding :)

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