kryptonthegamer Posted December 28, 2018 Report Share Posted December 28, 2018 Discuss i swear to God 5.56 downs me in 2 shots and my MK takes 2 shots to kill Someone investigsge @Bikstok we must investigate and post our findings Google™ and Shepurd like this Link to comment
Big Fred Posted December 28, 2018 Report Share Posted December 28, 2018 Spar-16 OP. No recoil. No sway. It one-taps you if you have shaved your beard. Please nerf. Gagss, DeepHouse, Walt and 1 other like this Link to comment
Sliick Posted December 28, 2018 Report Share Posted December 28, 2018 Working as intended. Us rebels are at a big disadvantage and thats how its supposed to be. Link to comment
DJB Posted December 28, 2018 Report Share Posted December 28, 2018 It is because I head shot you every time man. Big Fred, DeepHouse and Huan Lee like this Link to comment
kryptonthegamer Posted December 28, 2018 Author Report Share Posted December 28, 2018 Just now, Wop said: It is because I head shot you every time man. No. DJB likes this Link to comment
kryptonthegamer Posted December 28, 2018 Author Report Share Posted December 28, 2018 Also mk18 isn’t always a 1 shot to head wtf Link to comment
Sheriff Rick Posted December 28, 2018 Report Share Posted December 28, 2018 P07 is the ultimate cheek buster Big Fred and massi like this Link to comment
Big Fred Posted December 28, 2018 Report Share Posted December 28, 2018 TRG-20 (tracers) vs bearded man in a house (10 meters range) TRG-20 (tracers) vs CSAT + lvl 1 Armor: 4 shots to the chest, killed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed (woke up naked) TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs Naked: 1 shot, downed. TRG-20 (tracers) vs Naked : 1 shot, downed. TRG-20 (tracers) vs Naked: 1 shot, downed. I'm starting to believe there's some substance to what you're saying. Donald and Ghouh like this Link to comment
Google™ Posted December 28, 2018 Report Share Posted December 28, 2018 13 minutes ago, Big Fred said: TRG-20 (tracers) vs bearded man in a house (10 meters range) TRG-20 (tracers) vs CSAT + lvl 1 Armor: 4 shots to the chest, killed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed (woke up naked) TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs Naked: 1 shot, downed. TRG-20 (tracers) vs Naked : 1 shot, downed. TRG-20 (tracers) vs Naked: 1 shot, downed. I'm starting to believe there's some substance to what you're saying. I believe it does this because it downs them once they hit 10 HP or 20 something like that so instead of having you have like 80 or 90. Link to comment
kryptonthegamer Posted December 28, 2018 Author Report Share Posted December 28, 2018 (edited) 1 hour ago, Big Fred said: TRG-20 (tracers) vs bearded man in a house (10 meters range) TRG-20 (tracers) vs CSAT + lvl 1 Armor: 4 shots to the chest, killed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs CSAT + lvl 1 Armor: 2 shots to the chest, downed. TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed (woke up naked) TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs lvl 3 Armor: 2 shots to the chest, downed TRG-20 (tracers) vs Naked: 1 shot, downed. TRG-20 (tracers) vs Naked : 1 shot, downed. TRG-20 (tracers) vs Naked: 1 shot, downed. I'm starting to believe there's some substance to what you're saying. You did this on asylum? in the past the problem was that the damage was based on the body part it hit. So if your hand got to 10% health(1 shot should do this) your entire self was downed...that’s BS effectively shooting a weak hitbox was more effective than headshots at time basically you’re saying it takes you 4 shots to kill but yet it took 2 shots to down? That’s insane we need to fix this as fighting the APD becomes serious cancer Edited December 28, 2018 by kryptonthegamer Link to comment
Big Fred Posted December 28, 2018 Report Share Posted December 28, 2018 (edited) Asylum 1, same time as I posted it. The kill might be related to server side lag and not to the script itself. Some people was experiencing issues at the time of the kill. I mean, I might have to try it with lethals aswell, just to see if there's any difference. But doing that live on a full server I'll have thirsty cops and BH's tryna blow my house up after I get a 20k bounty, so rather try it on low pop. Edited December 28, 2018 by Big Fred Link to comment
Huan Lee Posted December 28, 2018 Report Share Posted December 28, 2018 4 hours ago, kryptonthegamer said: Also mk18 isn’t always a 1 shot to head wtf thats because you dont hit the head Bag Of Funyuns, Masonn, Erron White and 4 others like this Link to comment
kryptonthegamer Posted December 28, 2018 Author Report Share Posted December 28, 2018 2 hours ago, Huan Lee said: thats because you dont hit the head You’re a complete idiot mong lolol who are you? EthanS, Feenix, Donald and 1 other like this Link to comment
Pwnsome Posted December 28, 2018 Report Share Posted December 28, 2018 it is always broken in one way or another Link to comment
danile666 Posted December 28, 2018 Report Share Posted December 28, 2018 All downing rounds down at 50% hp. That is why it sometimes seems quick. Link to comment
Boris Posted December 28, 2018 Report Share Posted December 28, 2018 19 minutes ago, danile666 said: All downing rounds down at 50% hp. That is why it sometimes seems quick. This is incorrect. The downing script will apply the DOWNED effect when your HP is brought below 5 by a downing round. This is why you can mix and match rounds as long as you deal the final blow with a downing round. It’s entirely possible the downing script isn’t working absolutely correctly with server lag, but it shouldn’t be downing in less shots. Link to comment
danile666 Posted December 28, 2018 Report Share Posted December 28, 2018 I mean you are correct about the regardless of round, but the threshold is clearly documented at 50% fam. Link to comment
Bikstok Posted December 28, 2018 Report Share Posted December 28, 2018 (edited) _hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) }; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { // downed }; Meaning you also get downed if one of your hitboxes is 5% or lower. Some hitboxes allow for 0% health without actually killing the player. For example legs, arms and hands. The screenshots below are examples of scenarios where a player would have been downed on Asylum but their overall health is actually 41-45%. So in conclusion it's a lot better for cops with low caliber guns to aim at the feet/legs instead of the head/body. The problem really lies in the OR part of the if-statement. I wonder if removing it completely would result in occasional deaths. Perhaps @Jesse can take a quick peek at some point. This would be my suggested fix although untested (I'm also a sqf novice): _hitDam = damage _unit; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { // downed }; Edited December 28, 2018 by Bikstok massi, Feenix, kryptonthegamer and 6 others like this Link to comment
Huan Lee Posted December 28, 2018 Report Share Posted December 28, 2018 5 hours ago, kryptonthegamer said: You’re a complete idiot mong lolol who are you? Someone who can get a headshot with the Mk.18 Link to comment
kryptonthegamer Posted December 28, 2018 Author Report Share Posted December 28, 2018 1 hour ago, Huan Lee said: Someone who can get a headshot with the Mk.18 Ahahaha Link to comment
kryptonthegamer Posted December 28, 2018 Author Report Share Posted December 28, 2018 1 hour ago, danile666 said: I mean you are correct about the regardless of round, but the threshold is clearly documented at 50% fam. You spoke too soon. It’s kinda funny actually the arrogance Link to comment
HotWings Posted December 28, 2018 Report Share Posted December 28, 2018 1 hour ago, Bikstok said: _hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) }; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { // downed }; Meaning you also get downed if one of your hitboxes is 5% or lower. Some hitboxes allow for 0% health without actually killing the player. For example legs, arms and hands. The screenshots below are examples of scenarios where a player would have been downed on Asylum but their overall health is actually 41-45%. So in conclusion it's a lot better for cops with low caliber guns to aim at the feet/legs instead of the head/body. The problem really lies in the OR part of the if-statement. I wonder if removing it completely would result in occasional deaths. Perhaps @Jesse can take a quick peek at some point. This would be my suggested fix although untested (I'm also a sqf novice): _hitDam = damage _unit; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { // downed }; I thought you fixed this and it was implemented ages ago? Link to comment
Bikstok Posted December 28, 2018 Report Share Posted December 28, 2018 Just now, HotWings said: I thought you fixed this and it was implemented ages ago? I definitely mentioned it before, but communicating with the old devs was like talking to a brick wall. Google™, Squirtle and massi like this Link to comment
Boris Posted December 28, 2018 Report Share Posted December 28, 2018 I swear to god the hitbox thing was fixed. Link to comment
kryptonthegamer Posted December 29, 2018 Author Report Share Posted December 29, 2018 4 hours ago, HotWings said: I thought you fixed this and it was implemented ages ago? It was improved for a while I wouldn’t doubt if gnashes reverted it xD guarantee right now it simply is back to how it was before: damage is based on hitbox hit and NOT overall hp. Which is annoying Link to comment
kryptonthegamer Posted December 29, 2018 Author Report Share Posted December 29, 2018 4 hours ago, Boris said: I swear to god the hitbox thing was fixed. It was better if I recall clearly it isn’t fixed go try it ingame. Shoot someone in hand and down them instantly Link to comment
Destrah Posted January 7, 2019 Report Share Posted January 7, 2019 On 12/28/2018 at 4:01 PM, Bikstok said: _hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) }; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { // downed }; Meaning you also get downed if one of your hitboxes is 5% or lower. Some hitboxes allow for 0% health without actually killing the player. For example legs, arms and hands. The screenshots below are examples of scenarios where a player would have been downed on Asylum but their overall health is actually 41-45%. So in conclusion it's a lot better for cops with low caliber guns to aim at the feet/legs instead of the head/body. The problem really lies in the OR part of the if-statement. I wonder if removing it completely would result in occasional deaths. Perhaps @Jesse can take a quick peek at some point. This would be my suggested fix although untested (I'm also a sqf novice): _hitDam = damage _unit; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { // downed }; I'll take a look at testing this in the morning when I get off work. kryptonthegamer, Kernikov and Big Fred like this Link to comment
kryptonthegamer Posted January 12, 2019 Author Report Share Posted January 12, 2019 On 1/6/2019 at 9:29 PM, Destrah said: I'll take a look at testing this in the morning when I get off work. Notice anything with it? Link to comment
Destrah Posted January 12, 2019 Report Share Posted January 12, 2019 Just now, kryptonthegamer said: Notice anything with it? Yeah, it needs to be reworked completely in my opinion. I have an idea on doing it differently which will be what you guys are wanting. kryptonthegamer likes this Link to comment
kryptonthegamer Posted January 12, 2019 Author Report Share Posted January 12, 2019 4 minutes ago, Destrah said: Yeah, it needs to be reworked completely in my opinion. I have an idea on doing it differently which will be what you guys are wanting. TY very much man. I know for what I will be playing even if only 2-3 people are with me assuming cops don't keep 1 shotting us ;P Link to comment
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