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Entity Health
DreamScripters Offline
Junior Member

Posts: 25
Threads: 4
Joined: Dec 2013
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#6
RE: Entity Health

(12-12-2013, 12:47 AM)Romulator Wrote: Just remember if you're doing the editing using the Model Editor, it will apply to ALL doors with that particular use Smile So it would be best to make a copy of the door :3

I got a question myself though, wouldn't it be easier if he just used a script to do it? I didn't really explain allot in my first reply but all you would need to do is this I believe:

SetPropHealth(string& asName, float afHealth);

asName - Entity name. (Your door)
afHealth - Amount of health the entity has. (200 - 300 maybe?)

Or, I believe you could even do this:

AddPropHealth(string& asName, float afHealth);

asName - Entity name. (Your door)
afHealth - Amount of health to add. (100 - 200 maybe?)

Like you said though. Doing it through the model editor would affect all other doors of the same type unless you made a copy. But I believe the simpler and more realistic way of doing it would be doing this. Big Grin

Oh, and some side notes. The default door health (at least for the default castle doors) is "100". So, if we take that and divide it by the amount of hits a grunt has to do to break it. Then we get "25". (4 hits) And, for a brute its "50". (2 hits) So, just multiply those numbers by the amount of hits you want it to take them to get through the door and you have the health you want it to be at! Big Grin
(This post was last modified: 12-12-2013, 03:22 AM by DreamScripters.)
12-12-2013, 03:05 AM
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Messages In This Thread
Entity Health - by RaideX - 12-05-2013, 06:23 PM
RE: Entity Health - by DnALANGE - 12-05-2013, 07:32 PM
RE: Entity Health - by RaideX - 12-05-2013, 08:35 PM
RE: Entity Health - by DreamScripters - 12-11-2013, 05:04 PM
RE: Entity Health - by Romulator - 12-12-2013, 12:47 AM
RE: Entity Health - by DreamScripters - 12-12-2013, 03:05 AM
RE: Entity Health - by Romulator - 12-12-2013, 04:08 AM



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