Does anyone know how to have the enemies health decrease over time (without appearing to be on fire)?
Thanks.
Does anyone know how to have the enemies health decrease over time (without appearing to be on fire)?
Thanks.
Create a new flag, then instead of doing damage to the player you make it so the target client (traceEnt in weapon_syringe) has the flag enabled.
In g_active.c
Find:
if( client->sess.playerType == PC_MEDIC ) {
if( ent->health < client->ps.stats[STAT_MAX_HEALTH]) {
ent->health += 3;
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1){
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
}
} else if( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 1.12) {
ent->health += 2;
if( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.12 ) {
ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.12;
}
}
} else {
// count down health when over max
if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
ent->health--;
}
}
Add below:
if (ent->flags & B_POISONEDPLAYER) {
if ( client->sess.playerType == PC_MEDIC )
ent->health -= 5;
else
ent->health -= 2;
}
I’m pretty sure this will work.
B_POISONEDPLAYER is the flag you created earlier.
this (damaging syringes) sounds pretty interesting, but i had a bit different idea, a medic syringe that revives the teammate and gibs the medic.
Was kinda wondering if this would be possible (probably is) and if so, how.
if anyone can help me out with this part, it would mean a good start for my mod
In g_weapon.c
Find:
}
// DHM - Nerve :: If the medicine wasn't used, give back the ammo
if (!usedSyringe)
ent->client->ps.ammoclip[BG_FindClipForWeapon(WP_MEDIC_SYRINGE)] += 1;
}
This is the end of the weapon_syringe function.
Above that add:
damage = 200;
mod = MOD_SYRINGE;
G_Damage( ent, ent, ent, vec3_origin, tr.endpos, damage, 0, mod );
You’ll also need to add “int mod, damage;” to the top of the function.
ok, thnx, should be nice for tk revives now 
didnt have a chance to test it first though
Is there a way that you can properly document this mini-mod as a new covert ops weapon (bank 3 weapon) with damage over time and exact instructions in a read-me file so that I can properly test this for you?
Thanks.
I’ve done this already: new weapon for cov ops.
So if you like I will compile and make a “.pk3” for testing purposes.
I’m still not sure if my damage function will do damage 
NullSkillZ: All you had to do was copy the weapon_syringe function and make a few changes. You’d have to add a flag and alter the regeneration code so that if anybody is poisoned they lose health.
You think you can provide a Linux compatible .pk3 file & intructions for this mini mod? I`d like to test it out.