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Last year, I dreamt I was pissing at a restroom, but I missed the urinal and my penis exploded.
How about this: The script takes the selfdamage, and then multiplies it by 1.(amount of % you want)For example 1.50If you would get 50HP selfdamage from the fall, it would add 50% so you will take 75 damage in total.If you roll just before the jump, you wont recieve as mutch damage (HardCoded by standard)Although this could be kinda annoying.. as when you shoot a bullet up in the air, and then the bullet hits yourself.. the damage would also be multiplied by 1.5 +If the selfdamage script adds the 50%.. it will "think" you selfdamaged again and add another 50%.. which would be instakill lol..In other words: The "selfdamage" script needs to know to stop after the selfdamage happened.
Fall damage is hardcoded and doesn't trigger OnPlayerDamage. kthxbai