the scale will applied for user who set the scale or for all player?

Weapon Damage Scaler
Allows scaling of player damage per weapon/ammo/skin/prefab
Total Downloads: 1,411 - First Release: Jan 3, 2016 - Last Update: Dec 4, 2017
- 5/5, 8 likes
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Anytime I try to scale the Assault Rifle it scales the rifle.lr300 instead and shows confirmation on screen. Ive tried "Assault Rifle" and rifle.ak with the same results.
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With that version, you have to supply either the full english name, or the full short name. rifle.ak, Assault Rifle, rifle.lr300, LR-300 Assault Rifle, etc.Attached Files:
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Shady757 updated Weapon Damage Scaler with a new update entry:
1.0.7
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How to set up weapons to NPC damage
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i tryed to add landmine and bear trap to the data file but its not working.. is there a way to do it ?
Code:"trap.landmine": { "Name": "Landmine", "GlobalModifier": 1.0, "IndividualParts": { "r_forearm": 1.0, "l_forearm": 1.0, "l_upperarm": 1.0, "r_upperarm": 1.0, "r_hand": 1.0, "l_hand": 1.0, "pelvis": 1.0, "l_hip": 1.0, "r_hip": 1.0, "spine3": 1.0, "spine4": 1.0, "spine1": 1.0, "spine2": 1.0, "r_knee": 1.0, "r_foot": 1.0, "r_toe": 1.0, "l_knee": 1.0, "l_foot": 1.0, "l_toe": 1.0, "head": 1.0, "neck": 1.0, "jaw": 1.0, "r_eye": 1.0, "l_eye": 1.0, "l_clavicle": 1.0, "r_clavicle": 1.0, "": 1.0, "r_index2": 1.0, "target_collider": 1.0, "target_collider_bullseye": 1.0, "right_ear": 1.0, "l_thumb3": 1.0, "hinge": 1.0, "hinge_cap": 1.0, "hinge_hatch": 1.0, "l_thumb1": 1.0 } }, "trap.bear": { "Name": "Bear Trap", "GlobalModifier": 1.0, "IndividualParts": { "r_forearm": 1.0, "l_forearm": 1.0, "l_upperarm": 1.0, "r_upperarm": 1.0, "r_hand": 1.0, "l_hand": 1.0, "pelvis": 1.0, "l_hip": 1.0, "r_hip": 1.0, "spine3": 1.0, "spine4": 1.0, "spine1": 1.0, "spine2": 1.0, "r_knee": 1.0, "r_foot": 1.0, "r_toe": 1.0, "l_knee": 1.0, "l_foot": 1.0, "l_toe": 1.0, "head": 1.0, "neck": 1.0, "jaw": 1.0, "r_eye": 1.0, "l_eye": 1.0, "l_clavicle": 1.0, "r_clavicle": 1.0, "": 1.0, "r_index2": 1.0, "target_collider": 1.0, "target_collider_bullseye": 1.0, "right_ear": 1.0, "l_thumb3": 1.0, "hinge": 1.0, "hinge_cap": 1.0, "hinge_hatch": 1.0, "l_thumb1": 1.0
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Can it be used only for some players? Such as VIP
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Can I do the damage in certain weapons
Example
Tempered AK47 - 1.2 dc
Military Camo AK47 - 1.4 dc -
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If I would want to double headshot someone with AK, How would i set this up?
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@Shady757 Love the plugin! Im using it to make arrows do less damage on a no guns server, anyways,
Im running into problem with arrow damage reduction also being applied to animals
From Overview:
"For clarification, the config option "PlayersOnly" toggles whether or not the damage will be scaled on things like buildings, barrels, npcs, etc. If set to true (default), it only scales damage against other players."
/config/WeaponDamageScaler.json:
"PlayersOnly": true,
"UseGlobalDamageScaler": false
(Attached actual config file)
weapon.setscale "Wooden Arrow" 0.33
/data/damagescaler_data.json:
"arrow.wooden": {
"Name": "Wooden Arrow",
"GlobalModifier": 0.33,
"IndividualParts": {
(attached actual config file)
line 199
Code:void OnEntityTakeDamage(BaseCombatEntity entity, HitInfo hitInfo) { if (entity == null || hitInfo == null || hitInfo?.Initiator == null) return; var attacker = hitInfo?.Initiator?.GetComponent<BasePlayer>() ?? null; var victim = entity?.GetComponent<BasePlayer>() ?? null; if (attacker != null) { if ((bool)Config["UseGlobalDamageScaler"]) { hitInfo.damageTypes.ScaleAll(float.Parse(Config["GlobalDamageScaler"].ToString())); return; } if ((bool)Config["PlayersOnly"] && victim != null) ScaleDealtDamage(hitInfo); else ScaleDealtDamage(hitInfo); } }
I tested it with Build for Rust | Oxide plugin to spawn in animals
/animal boar ----> right click ----> /animal
Boars were still being affected by arrow damage changes even though PlayersOnly was set to true.
Thanks!Attached Files:
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Lots of changes have been made locally and I'm hoping to push an update soon. In the next update, you'll be able to set scalars for specific prefab, skins and building grades, permissions support as well as code improvements. -
Quick question is there a way to add smoke rockets to the rocket ammo types that can be scaled? Tried scaling ammo.rocket.smoke and it accepts the command but does not seem to change the damage. Thanks!
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