int @int = GameStats.GetInt(EnumGameStats.GameDifficulty);
if (_attacker.IsClientControlled() && !_target.IsClientControlled() && EntityClass.list[_target.entityClass].bIsEnemyEntity)
{
switch (@int)
{
case 0:
_strength = Mathf.RoundToInt((float)_strength * 2f);
break;
case 1:
_strength = Mathf.RoundToInt((float)_strength * 1.5f);
break;
case 3:
_strength = Mathf.RoundToInt((float)_strength * 0.83f);
break;
case 4:
_strength = Mathf.RoundToInt((float)_strength * 0.66f);
break;
case 5:
_strength = Mathf.RoundToInt((float)_strength * 0.5f);
break;
}
}
else
{
switch (@int)
{
case 0:
_strength = Mathf.RoundToInt((float)_strength * 0.5f);
break;
case 1:
_strength = Mathf.RoundToInt((float)_strength * 0.75f);
break;
case 3:
_strength = Mathf.RoundToInt((float)_strength * 1.5f);
break;
case 4:
_strength = Mathf.RoundToInt((float)_strength * 2f);
break;
case 5:
_strength = Mathf.RoundToInt((float)_strength * 2.5f);
break;
}
}
I appreciate the help but i dont know what any of that means.From stomynz
Code:int @int = GameStats.GetInt(EnumGameStats.GameDifficulty); if (_attacker.IsClientControlled() && !_target.IsClientControlled() && EntityClass.list[_target.entityClass].bIsEnemyEntity) { switch (@int) { case 0: _strength = Mathf.RoundToInt((float)_strength * 2f); break; case 1: _strength = Mathf.RoundToInt((float)_strength * 1.5f); break; case 3: _strength = Mathf.RoundToInt((float)_strength * 0.83f); break; case 4: _strength = Mathf.RoundToInt((float)_strength * 0.66f); break; case 5: _strength = Mathf.RoundToInt((float)_strength * 0.5f); break; } } else { switch (@int) { case 0: _strength = Mathf.RoundToInt((float)_strength * 0.5f); break; case 1: _strength = Mathf.RoundToInt((float)_strength * 0.75f); break; case 3: _strength = Mathf.RoundToInt((float)_strength * 1.5f); break; case 4: _strength = Mathf.RoundToInt((float)_strength * 2f); break; case 5: _strength = Mathf.RoundToInt((float)_strength * 2.5f); break; } }
nevermind i had to mouse over it and it told me ! haha ok thanks for trying to help meOh, sorry. It was the most info I had handy at the time.
Basically the different levels apply a different multiple to different aspects, like zombie hit points.
Easy is half of normal, hardest is 2.5 times normal.
O-o nomad is not 100% dmg? Intersting.Oh, sorry. It was the most info I had handy at the time.
Basically the different levels apply a different multiple to different aspects, like zombie hit points.
Easy is half of normal, hardest is 2.5 times normal.
Oh, sorry. It was the most info I had handy at the time.
Basically the different levels apply a different multiple to different aspects, like zombie hit points.
Easy is half of normal, hardest is 2.5 times normal.
<?xml version="1.0" encoding="UTF-8"?>
<prefab>
<property name="CopyAirBlocks" value="True" />
<property name="AllowTopSoilDecorations" value="False" />
<property name="Zoning" value="ResidentialOld" />
<property name="RotationToFaceNorth" value="2" />
<property name="AllowedTownships" value="city,town,rural,wilderness" />
<property name="YOffset" value="-1" />
<property name="TraderArea" value="False" />
<property name="ExcludeDistantPOIMesh" value="False" />
<property name="SleeperVolumeSize" value="44, 8, 44#15, 6, 7#15, 5, 7#15, 6, 7#15, 6, 7#15, 7, 7#15, 6, 7" />
<property name="SleeperVolumeStart" value="0, 0, 0#3, 1, 6#3, 1, 20#26, 1, 3#26, 1, 17#3, 0, 34#26, 1, 31" />
<property name="SleeperVolumeGroup" value="S_-Group_Generic_Zombie,5,6,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4,S_-Group_Generic_Zombie,3,4" />
<property name="SleeperVolumeGameStageAdjust" value=",,,,,," />
<property name="SleeperIsLootVolume" value="False,True,True,True,True,True,True" />
<property name="DistantPOIYOffset" value="0" />
<property name="EditorGroups" value="house old" />
<property name="SleeperIsBossVolume" value="False,False,False,False,False,False,False" />
<property name="DifficultyTier" value="1" />
<property name="ExcludePOICulling" value="False" />
</prefab>