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  1. steam-76561198036675139

    Need help with overriding base class

    Thank you very much, everything works as it should. I was close to implementation, but lacked programming knowledge. Thanks again.
  2. steam-76561198036675139

    Need help with overriding base class

    Ok, i`ll wait)
  3. steam-76561198036675139

    Need help with overriding base class

    Thankful to you
  4. steam-76561198036675139

    Need help with overriding base class

    I have the same error even if i try to modded base class modded class ZombieBase
  5. steam-76561198036675139

    Need help with overriding base class

    Hello everyone. I'm writing a script that will increase the damage of certain ammunition to specific creatures. Here's the method: modded class ZmbM_NBC_Yellow : ZombieBase { override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, string component, string ammo, vector modelPos) { if (ammo == "Bullet_357" /*|| другие условия для разных типов патронов */) { float currentDamage = damageResult.GetDamage(Health, "Health"); float newDamage = currentDamage * 1.5; damageResult.SetDamage(damageType, "Health", newDamage); } super.EEHitBy(damageResult, damageType, source, component, ammo, modelPos); } } It throws an error: Function 'EEHitBy' is marked as override, but there is no function with this name in the base class. But it exists in the base class: (P:\scripts\4_world\entities\creatures\infected\zombiebase.c) override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) { super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef); m_TransportHitRegistered = false; if ( !IsAlive() ) { ZombieHitData data = new ZombieHitData; data.m_Component = component; data.m_DamageZone = dmgZone; data.m_AmmoType = ammo; EvaluateDeathAnimationEx(source, data, m_DeathType, m_DamageHitDirection); } else { int crawlTransitionType = -1; if ( EvaluateCrawlTransitionAnimation(source, dmgZone, ammo, crawlTransitionType) ) { m_CrawlTransition = crawlTransitionType; return; } if ( EvaluateDamageHitAnimation(source, dmgZone, ammo, m_DamageHitHeavy, m_DamageHitType, m_DamageHitDirection) ) { if ( dmgZone ) m_ShockDamage = damageResult.GetDamage( dmgZone, "Shock" ); m_DamageHitToProcess = true; return; } } }
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