So say you have a little bit of armor one day and then some troll comes through and punches u to remove the armor, and then run away. Thats pretty irritating so i say why not make this a thing.
If you have armor but you get ina fight, ur health should decrease not the armor. I dont know if this is possible to script, but it would be cool to have.
If I get punched in the chest with a flak on I’m looking at you like you’re retarded. There’s a lot more to a fight than people getting hit in the face. I’m not going against the suggestion I’m just saying there’s more to consider lol.
If I get punched in the chest with a flak on I’m looking at you like you’re retarded. There’s a lot more to a fight than people getting hit in the face. I’m not going against the suggestion I’m just saying there’s more to consider lol.
You'd look at him like an idiot but would his punch deteriorate your Kevlar?
This one's a difficult subject to be honest, but I think that it would be good if fists only inflict damage on HP and not on armor. This is mainly because when you brawl without any RP, you pretty much have to throw a whole lot of punches in order to put someone down, while in real life, you could as well do it with 1-2 good hits.
Regular fist throws inflict no damage; in order to prevent friends or whoever fooling around fiddling with your HP/Armor values at no RP stake.
'/fistfight [playerid]' which'll temporarily remove participants' armor, fist throws will inflict damage, but at lesser damage rates than GTA's standard.
Whoever reaches randomEx(1, 25) health first, loses the fight and gains some relevant disadvantage; injury-wise (animation, model effects, whatnot).
Regular fist throws inflict no damage; in order to prevent friends or whoever fooling around fiddling with your HP/Armor values at no RP stake.
'/fistfight [playerid]' which'll temporarily remove participants' armor, fist throws will inflict damage, but at lesser damage rates than GTA's standard.
Whoever reaches randomEx(1, 25) health first, loses the fight and gains some relevant disadvantage; injury-wise (animation, model effects, whatnot).
Yeah but what about situations when a whole mob runs over to fight another mob? There will certainly be no time to /fistfight the opposition.
Yeah but what about situations when a whole mob runs over to fight another mob? There will certainly be no time to /fistfight the opposition.
In that scenario, we can void the whole concept, and I can implement a second health value that depends on fist damages. This way, your standard HP won't be affected.