nss_damage_control by Night Shift Studio
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Requirements / Dependencies
The following resources are required for nss_damage_control to work:
Changelog
See CHANGELOG.md for more information.
Features
- Control the damage amount done to players or NPCs.
- Control if headshots can be done to players or NPCs.
- Optional: Use range related gradient damage reduction.
- Optional: Define damage and headshot control for each weapon individually.
- Optional: Control the reload animation speed for each weapon individually.
- Tip: If players do the half damage then they need the double amount of bullets which helps your economy.
- Never miss updates again: Automatic version check included.
- Know how it works: Everything is documented in detail in the README.md.
- And more...
Open ToDo's
- Nothing 😉
Known issues
- The RedM client tends to crash with weapon damage modifiers above
~2.0. The config validator therefore capsDamageToPlayerModifier/DamageToNpcAndAnimalsModifier(and the custom weapon equivalents) at2.0. See the FAQ below for details.
Setup script
- Ensure that the
nss_damage_controlfolder is in yourresourcesfolder. - Rename config.demo.lua to
config.luaand fill in the values. - Add
ensure nss_damage_controlto yourserver.cfg. - Restart your server.
FAQ
What can I do if the client crashes on higher damage modifier values?
In internal tests, we have found that the client crashes more often when the damage modifier is higher than 2.0. This seems to be a problem in REDM. Therefore, we recommend testing it with higher values to find out at which value the client crashes.
How does the weapon reload speed work?
The reload speed is changed through a WEAPONINFO_FILE_PATCH (files/reloadspeeds.meta). That file is automatically (re)generated from Config.ReloadSpeed every time the resource starts, so you only edit the Lua config and never touch the XML by hand.
AnimReloadRate is the reload animation playback rate: 1.0 is the default speed, a lower value (e.g. 0.4) makes reloading slower, a higher value makes it faster.
Because the game loads the patch when the resource starts, changes only take effect after a resource restart. Leave Config.ReloadSpeed commented out (not an empty {} table) if you don't want any reload changes.
Why the damage modifier increases to 0 on max gradation range?
If you use a higher damage modifier than 1.0, the damage modifier will be reduced to 0 on max gradation range.
If you use a lower or equal damage modifier than 1.0, the damage modifier starts at 1.0 and will be increased to your defined damage modifier on max gradation range.
