Posts: 6,242
Threads: 8
Joined: Jun 2008
It'll be done on OnPlayerTakeDamage. What they are doing is using the Deagle as a weapon, and modifying the damage taken in the callback.
There's a limited amount of examples because no-one has shown how it's done, but on the Wiki there's a couple of examples of a debug (Displays what damage was done by the actual gun), and a headshot system , but another decent example of using the callback itself is
https://sampforum.blast.hk/showthread.php?tid=462189 which shows just a couple more options in this.
Though they aren't directly what you're wanting, they are still something to read up on to get into the callback itself.
Posts: 205
Threads: 31
Joined: Aug 2015
Reputation:
0
I've got a body damages system already with custom damages for the default weapons. I'm more or less trying to find out how the scripter made it so there were two seperate weapons but used the default desert eagle model. Like, two desert eagles with different names that do different amounts of damages.
Posts: 6,242
Threads: 8
Joined: Jun 2008
He simply made the names of them... He has a custom deagle model on his client.
The script will simply check that if the person was shot by a deagle, or dies by a deagle (Via OnPlayerTakeDamage and OnPlayerDeath respectively), that it SAYS he was killed by whatever gun was equiped via the menu at the time.