nss_damage_control - changelog
1.2.0 (2026-06-25)
- Add optional weapon reload speed control (
Config.ReloadSpeed). The reload animation rate can now be set per weapon; theWEAPONINFO_FILE_PATCHmeta is regenerated from the config on start. - Reset the weapon damage modifier and headshot ability to the game defaults on resource stop so a stopped resource no longer leaves players with a stuck modifier until relog.
- Cap the allowed damage modifier at
2.0(was10.0) to avoid the documented client crash on high values. - Validate
WeaponHashNameagainst the known weapon list to catch typos in custom weapon entries. - Minor fixes: corrected an operator-precedence check, made the weapon hash guard meaningful, and removed an unreachable gradation branch.
- Extend the faq in
README.md.
What must be considered during update?
- Compare your
config.luawithconfig.demo.lua(see the newWEAPON RELOAD SPEEDsection andNew since 1.2.0marks). - Reload speed changes require a resource restart to take effect.
1.1.2 (2023-12-15)
- Remove disgusting print debug output.
1.1.1 (2023-12-15)
- Damage modifier works now as aspected on disabled gradation. Thx to Shtain3r for reporting.
1.1.0 (2023-12-12)
- Gradation is now configurable for each weapon individually.
- Add config validator.
- Damage modifier can now be higher than 1.0 if gradation is enabled.
- Add debug mode to show damage modifier over player's/npc head.
- Debug mode gives you ammo for all weapons defined custom weapon damage configurations.
What must be considered during update?
- Compare your
config.luawithconfig.demo.lua(seenew since 1.1.0marks).
1.0.1 (2023-12-03)
- Fix wrong validation of gradation config values.
1.0.0 (2023-12-01)
- Initial release.
