AreaDamage
Damages filtered entities in an Area.
Postal III Ultrapatch+Angel v1.3.0+ Feature
The following function will only work in Postal III Ultrapatch+Angel v1.3.0 or higher.
Syntax
// from AI_CR_DamageTypes.p3s
Const KNOCKOUT_NO,0
Const KNOCKOUT_YES,1
Const DMG_GENERIC,30 // generic damage -- do not use if you want players to flinch and bleed!
Const DMG_CRUSH,0 // crushed by falling or moving object.
// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush
// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
Const DMG_BULLET,1 // shot
Const DMG_SLASH,2 // cut, clawed, stabbed
Const DMG_BURN,3 // heat burned
Const DMG_VEHICLE,4 // hit by a vehicle
Const DMG_FALL,5 // fell too far
Const DMG_BLAST,6 // explosive blast damage
Const DMG_CLUB,7 // crowbar, punch, headbutt
Const DMG_SHOCK,8 // electric shock
Const DMG_SONIC,9 // sound pulse shockwave
Const DMG_ENERGYBEAM,10 // laser or other high energy beam
Const DMG_PREVENT_PHYSICS_FORCE,11 // Prevent a physics force
Const DMG_NEVERGIB,12 // with this bit OR'd in, no damage type will be able to gib victims upon death
Const DMG_ALWAYSGIB,13 // with this bit OR'd in, any damage type can be made to gib victims upon death.
Const DMG_DROWN,14 // Drowning
Const DMG_PARALYZE,15 // slows affected creature down
Const DMG_NERVEGAS,16 // nerve toxins, very bad
Const DMG_POISON,17 // blood poisoning - heals over time like drowning damage
Const DMG_RADIATION,18 // radiation exposure
Const DMG_DROWNRECOVER,19 // drowning recovery
Const DMG_ACID,20 // toxic chemicals or acid burns
Const DMG_SLOWBURN,21 // in an oven
Const DMG_REMOVENORAGDOLL,22 // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
// use this to kill an entity that you've already got a server-side ragdoll for
Const DMG_PHYSGUN,23 // Hit by manipulator. Usually doesn't do any damage.
Const DMG_PLASMA,24 // Shot by Cremator
Const DMG_AIRBOAT,25 // Hit by the airboat's gun
Const DMG_DISSOLVE,26 // Dissolving!
Const DMG_BLAST_SURFACE,27 // A blast on the surface of water that cannot harm things underwater
Const DMG_DIRECT,28
Const DMG_BUCKSHOT,29 // not quite a bullet. Little, rounder, different.
Syntax
AreaDamage [dmg type],[dmg],[radius],[knockout],[filter1],[filter2],[filter3],.. -- Damages filtered entities
AreaDamage [dmg type],[dmg],[radius],1 -- Damage will knock everyone out if they die, will use Object:slot#7 as the inflictor if there's any.
Example
// From Tear Gas
xpt_damage
{
actions
{
// This will Knock out nearby NPCs and the Player too!
IfAttr "cr_gas == 1 Block begin"
AreaDamage DMG_RADIATION,5,156,KNOCKOUT_YES
Timer tDamage,1.5:3,repeated
Block end
}
}