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alex_good_kaban

Переломы и урон при падение персонажа

Подскажите куда копать. Где найти ванильный скрипт который наносит урон при падении, а так же перелом костей. Нужно отключить перелом костей и нанесение урона когда на персонаже одета определенная одежда.

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modded class DayZPlayerImplementFallDamage
{
	override float DamageCoef(float pHeight)
	{
		if (m_Player.GetAttachmentByType(JungleBoots_ColorBase))
			return 0;

		return super.DamageCoef(pHeight);
	}
}

не тестил, общий принцип такой, могут быть граматические ошибки

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Posted (edited)

@Archon7th  Твой вариант не работает, но спасибо большое  за наводку. Нашел другой пункт в DayZPlayerImplementFallDamage. Изменил его так, работает.
 

Скрытый текст

modded class DayZPlayerImplementFallDamage
{
	override void HandleFallDamage(FallDamageData pData)
	{
		m_FallDamageData = pData;
		
		m_FallDamageData.m_HealthCoef = Math.InverseLerp(HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_HealthCoef = Randomize(DAMAGE_TYPE_GLOBAL, m_FallDamageData.m_HealthCoef);
		m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1);

		m_FallDamageData.m_ShockCoef = Math.InverseLerp(SHOCK_HEIGHT_LOW, SHOCK_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1);

		m_FallDamageData.m_BrokenLegsCoef = Math.InverseLerp(BROKENLEGS_HEIGHT_LOW, BROKENLEGS_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef);
		m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1);

		m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height);
		m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1);
		
		m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height);
		m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1);

		m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height);
		m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1);
		
		m_FallDamageData.m_GlovesHealthCoef = Math.InverseLerp(GLOVES_HEALTH_HEIGHT_LOW, GLOVES_HEALTH_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef);
		m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1);
		
		m_FallDamageData.m_ShoesHealthCoef = Math.InverseLerp(SHOES_HEALTH_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef);
		m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1);
		
		m_FallDamageData.m_PantsHealthCoef = Math.InverseLerp(PANTS_HEALTH_HEIGHT_LOW, PANTS_HEALTH_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef);
		m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1);
		
		m_FallDamageData.m_BleedingChanceCoef = Math.InverseLerp(BLEEDING_CHANCE_HEIGHT_LOW, BLEEDING_CHANCE_HEIGHT_HIGH, pData.m_Height);
		m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7);
		
		m_FallDamageData.m_BleedingChanceLegsCoef = 0.15;
		
		if (GetGame().IsServer())
		{
			PlayerBase playerBase = PlayerBase.Cast(m_Player);
			if (playerBase.GetAttachmentByType(JungleBoots_ColorBase))
			{
				
			}
			
			else if (playerBase)
			{
				AttachBleedingToZonesByHeight(playerBase);
				DamageAttachedGear(playerBase);
				playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef);

				vector posMS = m_Player.WorldToModel(m_Player.GetPosition());

				m_Player.ProcessDirectDamage(DT_CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, posMS, m_FallDamageData.m_HealthCoef);
				m_Player.ProcessDirectDamage(DT_CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, posMS, m_FallDamageData.m_ShockCoef);
			}
			
			
			if (playerBase)
				playerBase.ForceUpdateInjuredState();
		}
	}
}

 


Вопрос возможно еще как то попроще прописать?
.

Edited by alex_good_kaban (see edit history)

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ой, я из 20 версии решение написал
не, боюсь никак, ты сделал все почти правильно, но есть проблема
сначала нужно убедиться что есть playerBase, а потом уже внутри проверять наличие обуви

 

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