Okay so i'm using deadzones weapons for an rpg that i'm making, and I cant seem to make the first slash do more than 100 damage.
datablock ProjectileData(BasicSwordShortFastProjectile)
{
   directDamage        = 20; When i make this more than 100 say 150 for example, it will only do 100 damage in game.
   directDamageType  = $DamageType::Duel_Strike;
   radiusDamageType  = $DamageType::Duel_Strike;
   stickExplosion        = BladeSmallMetalExplosion;
   bloodExplosion        = BladeMetalPlayerHitExplosion;
   explosion           = BladeSmallMetalExplosion;
   muzzleVelocity      = 65;
   velInheritFactor    = 1;
   explodeOnPlayerImpact = true;
   explodeOnDeath        = false;  
   armingDelay         = 80;
   lifetime            = 80;
   fadeDelay           = 80;
   isBallistic         = true;
   bounceAngle         = 170; //stick almost all the time
   minStickVelocity    = 10;
   bounceElasticity    = 0.2;
   bounceFriction      = 0.01;   
   gravityMod = 0.0;
   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};
Not too much of a coder just to mention that as well. I usually just edit code I can really only do that much
Code:
function BasicSwordSSImage::onFireFast(%this, %obj, %slot)
{
	
	%projectile = BasicSwordShortFastProjectile;
	%spread = 0.00008;
	%shellcount = 1;
	%obj.playThread(3, plant);
                serverPlay3D(WooshFastestSound,%obj.getPosition());
	for(%shell=0; %shell<%shellcount; %shell++)
	{
		%vector = %obj.getMuzzleVector(%slot);
		%objectVelocity = %obj.getVelocity();
		%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
		%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
		%velocity = VectorAdd(%vector1,%vector2);
		%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
		%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
		%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
		%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
		%velocity = MatrixMulVector(%mat, %velocity);
		%p = new (%this.projectileType)()
		{
			dataBlock = %projectile;
			initialVelocity = %velocity;
			initialPosition = %obj.getMuzzlePoint(%slot);
			sourceObject = %obj;
			sourceSlot = %slot;
			client = %obj.client;
		};
		MissionCleanup.add(%p);
	}
	return %p;
}
function BasicSwordSSImage::onFireStrong(%this, %obj, %slot)
{
	
	%projectile = BasicSwordShortStrongProjectile;
	%spread = 0.00008;
	%shellcount = 1;
	for(%shell=0; %shell<%shellcount; %shell++)
	{
		%vector = %obj.getMuzzleVector(%slot);
		%objectVelocity = %obj.getVelocity();
		%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
		%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
		%velocity = VectorAdd(%vector1,%vector2);
		%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
		%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
		%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
		%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
		%velocity = MatrixMulVector(%mat, %velocity);
		%p = new (%this.projectileType)()
		{
			dataBlock = %projectile;
			initialVelocity = %velocity;
			initialPosition = %obj.getMuzzlePoint(%slot);
			sourceObject = %obj;
			sourceSlot = %slot;
			client = %obj.client;
		};
		MissionCleanup.add(%p);
	}
	return %p;
}
function BasicSwordSSImage::onCharged(%this, %obj, %slot)
{	
		%obj.playThread(2, plant);
        serverPlay3D(DuelChargedSound,%obj.getPosition());
}
function BasicSwordSSImage::onSwing(%this, %obj, %slot)
{	
		%obj.playThread(2, plant);
        serverPlay3D(WooshFastestSound,%obj.getPosition());
}
function BasicSwordSSImage::onMount(%this, %obj, %slot)
{	
			%obj.hideNode("LHand");
			%obj.hideNode("RHand");
			%obj.hideNode("LHook");
			%obj.hideNode("RHook");
		%obj.playThread(0, armreadyboth);
}
function BasicSwordSSImage::onUnMount(%this, %obj, %slot)
{	
			%obj.unhideNode("LHand");
			%obj.unhideNode("RHand");
		%obj.playThread(0, root);
}