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[Q] Weapon damage increase


Harry11223344
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Harry11223344

How would I increase my weapon damage?

 

I found the function SET_PLAYER_WEAPON_DAMAGE_MODIFIER

 

 

I'm using it like this, but it isn't working.

if (UltraDamageEnabled)	{		if (bPlayerExists)			PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER(player, 99999);	} 

Though if I use the same for explosive bullets it works.

if (ExplosiveBulletsEnabled)	{		if (bPlayerExists)			GAMEPLAY::SET_EXPLOSIVE_AMMO_THIS_FRAME(player);	}

Any idea how I would make the weapon damage work?

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klayderpus

Example usage from game scripts is as follows:

PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER(PLAYER::PLAYER_ID(), 1f);

...so using PLAYER::PLAYER_ID() as a value for player if you aren't already. PLAYER::GET_PLAYER_INDEX() is also used.

Edited by klayderpus
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Harry11223344

Example usage from game scripts is as follows:

PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER(PLAYER::PLAYER_ID(), 1f);

...so using PLAYER::PLAYER_ID() as a value for player if you aren't already. PLAYER::GET_PLAYER_INDEX() is also used.

 

That is weird I'm already using

Player player = PLAYER::PLAYER_ID();

Like I said the explosive bullets is also working and is using the player variable aswell. I have no idea whats wrong here.

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klayderpus

Just tried it myself and it works fine. Are you calling the function on every tick?

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Harry11223344

Just tried it myself and it works fine. Are you calling the function on every tick?

 

Yeh I put it in void update_features().

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klayderpus

 

Just tried it myself and it works fine. Are you calling the function on every tick?

 

Yeh I put it in void update_features().

 

 

Triple check your code to make sure it's being toggled and effectively set.

 

Also bear in mind the damage buff doesn't have any effect on vehicles or anything - just peds. I have mine set to 1,000 and the pistol is a one hit kill to the foot.

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Harry11223344

 

 

Just tried it myself and it works fine. Are you calling the function on every tick?

 

Yeh I put it in void update_features().

 

 

Triple check your code to make sure it's being toggled and effectively set.

 

Also bear in mind the damage buff doesn't have any effect on vehicles or anything - just peds. I have mine set to 1,000 and the pistol is a one hit kill to the foot.

 

 

This is what I have

 

Features:

bool UltraDamageEnabled = false;bool ExplosiveBulletsEnabled = false;

void update_features():

        // Ultra Damage	if (UltraDamageEnabled)	{		if (bPlayerExists)			PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER(player, 1000);	}	// Explosive Bullets	if (ExplosiveBulletsEnabled)	{		if (bPlayerExists)			GAMEPLAY::SET_EXPLOSIVE_AMMO_THIS_FRAME(player);	}

Menu:

       static struct {		LPCSTR		text;		bool		*pState;		bool		*pUpdated;	} lines[lineCount] = {		{ "Ultra Damage", &UltraDamageEnabled, NULL },		{ "Explosive Bullets", &ExplosiveBulletsEnabled, NULL }	};

Both explosive bullets and Ultra damage use the ON/OFF toggle from AB. Though only the explosive bullets is working.

 

P.S

If you shoot a cop in the leg do you also get the red X mark indicating he died?

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use Float insted of integer:

PLAYER::SET_PLAYER_WEAPON_DAMAGE_MODIFIER(player, 1000.0);

but i believe you dony will get "that" damage increase, game applies some limits

Edited by julionib
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