ahhh ! now i see what you meant .... the bosses health is set too high , so body damage he can take is huge , this is a slight error i made in the script ( one of many ) lol .
Originally Posted by Three-Socks
here's where the problem is :
SET_CHAR_MAX_HEALTH and SET_CHAR_HEALTH natives are set way too high at 50000 it should have been 5000 , giving them 5 times the default health ... maybe i shall use ADD_ARMOUR_TO_CHAR instead , just in case .
// Set & Spawn Enemy Boss At Requested Coordinates
void SpawnBoss(uint modelBoss, float xb, float yb, float zb, uint weapon)
while (!HAS_MODEL_LOADED(modelBoss)) WAIT(0);
CREATE_CHAR(16, modelBoss, xb, yb, zb, &zped, true);
SET_CHAR_SPHERE_DEFENSIVE_AREA(zped, xb, yb, zb, 10.0);
SET_CURRENT_CHAR_WEAPON(zped, weapon, TRUE);
GIVE_PED_FAKE_NETWORK_NAME(zped, "AoD Boss", 255, 140, 0, 255);
anyways , this will be fixed !
id like the boss headshot to be something like in multiplayer ( 2 bullets at full default health ) ... i think it as to do with native called something like "SET_CHAR_BODYPART_DAMAGE" ( i dont have exact name atm )
i found the natives i think could fix easy headshots thing ...
ill look for a way to make it work properly this weekend .