#1 tap headshot issue (fixed)

1 messages · Page 1 of 1 (latest)

outer knollBOT
#

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past spade
sleek garnet
#

But with the code I put above it works with long and short range 1 tap

tight temple
#

If so, give this a shot:

AddEventHandler('gameEventTriggered', function(name, args)
    if name ~= 'CEventNetworkEntityDamage' then return end

    local victim, ped = args[1], PlayerPedId()

    if ped == victim then
        local boneHit, whatBone = GetPedLastDamageBone(ped)

        if boneHit and whatBone == 31086 then
            if HasEntityBeenDamagedByWeapon(ped, 0, 2) then
                if not IsEntityDead(ped) then
                    SetEntityHealth(ped, 0)
                end
            end
        end
    end
end)
sleek garnet
tight temple
#

Haha

sleek garnet
tight temple
#

Interesting. What about something like this?

AddEventHandler('gameEventTriggered', function(name, args)
    if name ~= 'CEventNetworkEntityDamage' then return end

    local victim, ped = args[1], PlayerPedId()

    if ped == victim then
        local boneHit, whatBone = GetPedLastDamageBone(ped)

        if boneHit and whatBone == 31086 then
            local weaponHash = GetPedCauseOfDeath(ped)

            if weaponHash ~= `WEAPON_UNARMED` then
                if not IsEntityDead(ped) then
                    SetEntityHealth(ped, 0)
                end
            end
        end
    end
end)
#

I'm going to mess with this in my test city lol

sleek garnet
sleek garnet
sleek garnet
#

1 tap headshot issue (fixed)

#

resolved the issue myself

buoyant copper
past spade
#

It's a little infuriating for people when support is provided for free, for the betterment of the community, and the original post gets deleted with a "fixed it" comment, with no follow-up of how that was achieved.

sleek garnet