Mindamage.lua
: Depending on the game, this is usually in data/scripts or a dedicated lua/autorun folder.
: In shooters (like those built on Arsenal[26] GunFighter ), it can define the minimum damage a bullet does at maximum range. 2. Basic Script Structure mindamage.lua
: Set your MinDamage value. This is the "floor" for your calculations. : Depending on the game, this is usually
-- Sample mindamage.lua logic local min_damage_threshold = 5 function calculateDamage(baseDamage, distanceScale) local finalDamage = baseDamage * distanceScale -- Ensure damage does not fall below the minimum if finalDamage < min_damage_threshold then return min_damage_threshold end return finalDamage end Use code with caution. Copied to clipboard 3. Implementation Steps : Depending on the game
If you are writing this for a game engine, the logic usually follows a standard conditional check.
: Ensure other scripts (like health regenerators or armor mods) aren't recalculating damage after your mindamage.lua has already set the floor.
: Depending on the game, this is usually in data/scripts or a dedicated lua/autorun folder.
: In shooters (like those built on Arsenal[26] GunFighter ), it can define the minimum damage a bullet does at maximum range. 2. Basic Script Structure
: Set your MinDamage value. This is the "floor" for your calculations.
-- Sample mindamage.lua logic local min_damage_threshold = 5 function calculateDamage(baseDamage, distanceScale) local finalDamage = baseDamage * distanceScale -- Ensure damage does not fall below the minimum if finalDamage < min_damage_threshold then return min_damage_threshold end return finalDamage end Use code with caution. Copied to clipboard 3. Implementation Steps
If you are writing this for a game engine, the logic usually follows a standard conditional check.
: Ensure other scripts (like health regenerators or armor mods) aren't recalculating damage after your mindamage.lua has already set the floor.