Code: Select all
action =
{
{
type = "line",
range = 35,
width = 2.0,
force = "enemy",
...
Code: Select all
action =
{
{
type = "line",
range = 35,
width = 2.0,
force = "enemy",
...
Thanks for idea! Need to say that correct syntax of setammodamagemodifier isLollipop wrote:I think you can hack your way around this one
I haven't tested it, but the command "setammodamagemodifier" should be able to help you.
I take it you use a modified railgun, in which case the ammo category should be "railgun". If you use another one, then use that one instead.
Then you would need a script on game.oninit, which sets the modifier for the force "player" to 0.
something along these lines:untested codeAs said, I haven't tested it, so the parameters might be called slightly different names, but it was all I could guess out of the wiki.
Code: Select all
game.player.force.setammodamagemodifier("rocket", 0.5)
Ahh you meant to differ damage per force. Thats not possible - multiplier is for all damage.KaraUL! wrote:But in this case given ammo will make 0 damage to targets of all types of game forces, right?? If that, i think the only way is to create new ammo-category and set resistance to this new category to 100% in all player entities.