Klar gibt es dazu eine Config, du kannst die aber ohne Mods nicht ändern. Sinnvoll wäre die fn_handleDamage.sqf mal anzuschauen. Da sollte folgender Code hilfreich sein:
C
if(_projectile isEqualTo "B_45ACP_Ball" && _curWep isEqualTo "hgun_Pistol_heavy_02_F") then {
_damage = damage _unit;
_unit setDamage (_damage + 0.1);
};
Das zieht dem Spieler nach dem Schuss zusätzlich noch einmal 10% Leben ab (0.1 = 10%, Größerer Wert = Größerer Schaden)
Die ganze Datei sieht dann etwa so aus:
C
#include "..\..\script_macros.hpp"
/*
File: fn_handleDamage.sqf
Author: Bryan "Tonic" Boardwine
Description:
Handles damage, specifically for handling the 'tazer' pistol and nothing else.
*/
private["_unit","_damage","_source","_projectile","_part","_curWep"];
_unit = SEL(_this,0);
_part = SEL(_this,1);
_damage = SEL(_this,2);
_source = SEL(_this,3);
_projectile = SEL(_this,4);
//Handle the tazer first (Top-Priority).
if(!isNull _source) then {
if(_source != _unit) then {
_curWep = currentWeapon _source;
if(_projectile in ["B_9x21_Ball","B_556x45_dual"] && _curWep in ["hgun_P07_snds_F","arifle_SDAR_F"]) then {
if(side _source == west && playerSide == civilian) then {
private["_distance"];
_distance = if(_projectile == "B_556x45_dual") then {100} else {35};
_damage = false;
if(_unit distance _source < _distance) then {
if(!life_istazed && !life_isknocked && !(_unit GVAR ["restrained",false])) then {
if (vehicle player != player) then {
if (typeOf (vehicle player) == "B_Quadbike_01_F") then {
player action ["Eject",vehicle player];
[_unit,_source] spawn life_fnc_tazed;
};
} else {
[_unit,_source] spawn life_fnc_tazed;
};
};
};
};
//Temp fix for super tasers on cops.
if(side _source == west && (playerSide == west OR playerSide == independent)) then {
_damage = false;
};
};
if(_projectile isEqualTo "B_45ACP_Ball" && _curWep isEqualTo "hgun_Pistol_heavy_02_F") then {
_damage = damage _unit;
_unit setDamage (_damage + 0.1);
};
};
};
[] call life_fnc_hudUpdate;
_damage;
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