Posted March 15, 20205 yr 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 March 26, 20205 yr by HughJanus
March 15, 20205 yr It's not exactly what you are looking for, but you can try using and checking for specific weapons.
March 15, 20205 yr Author I found this one already, but would have to go through all the weapons but the fists 😕 Thanks for responding, though.
March 17, 20205 yr 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^^
March 17, 20205 yr Yes, that's exactly how it works. GET_HASH_KEY returns an (unsigned) integer which you can use for the function.
March 18, 20205 yr 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.
March 18, 20205 yr 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.
March 19, 20205 yr Author I have now used the iterating through weapons, because I didnt want all weapons to cause bleeding :)
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