I'm getting some "interesting" results, when I make use of the GetEventDamage() together with the pretty cool damage libraries in Wurst.
The problem seems to be that the DamageTypes library, sometimes makes extra damage calls, which are also being registered by the DamageDetection. It results in my personal function, which is triggered by the DamageDetection, to detect these damage events with insanely high damages.
Anyone knows of a way to reliably get the amount on damage on a damage event? I feel like I'm missing something crucial here... Otherwise it seems to me that the DamageTypes system breaks most of the functionality of the DamageDetection libarary.
Extra...
I believe these are the sources of the extra high damage:
I could of course just filter out these super high damages for a temporary solution, but it just seems a bit like a "duckt tape"-solution.
Any help or ideas would be lovely.
The problem seems to be that the DamageTypes library, sometimes makes extra damage calls, which are also being registered by the DamageDetection. It results in my personal function, which is triggered by the DamageDetection, to detect these damage events with insanely high damages.
Anyone knows of a way to reliably get the amount on damage on a damage event? I feel like I'm missing something crucial here... Otherwise it seems to me that the DamageTypes system breaks most of the functionality of the DamageDetection libarary.
Extra...
I believe these are the sources of the extra high damage:
I could of course just filter out these super high damages for a temporary solution, but it just seems a bit like a "duckt tape"-solution.
Any help or ideas would be lovely.