dantedevil
Well-known member
I just realized that when you spawn an enemy with a weapon, the system not take into account the health that you put and always leave the one you have in the header of their txt.
Here enemy header txt:
Here enemy weapon header txt:
In their Slicer txt have health 60, and always spawn with this health, when spawn the weapon.
Is this true or is it a bug?
And if so, is there a way to allocate more health?
Here in the example I put health 200, but always spawn with 60 health, as it is designated in the header txt. It would be important to find the solution to be able to manually designate the energy for 1p, 2p or 3p, as we normally do.
I try this script by O Ilusionista (http://www.chronocrash.com/forum/index.php?topic=3980.msg55051#msg55051)
, but not work:
Here enemy header txt:
Code:
name SLICER
health 60
speed 10
type enemy
risetime -200 -200
gfxshadow 1
aggression -30
falldie 2
projectilehit enemy obstacle
hmap 1 5
fmap 2
noquake 1
aimove Avoidz
weapons none SLICER2 SLICER
icon data/chars/gang1/slicer/icon.png 1
animationscript data/scripts/escript.h
palette data/chars/gang1/slicer/idle0.png
alternatepal data/chars/gang1/slicer/map.png
alternatepal data/chars/gang1/slicer/map2.png
alternatepal data/chars/gang1/slicer/map3.png
alternatepal data/chars/gang1/slicer/map4.png
alternatepal data/chars/gang1/slicer/map5.png
alternatepal data/chars/gang1/slicer/map6.png
alternatepal data/chars/gang1/slicer/map7.png
Here enemy weapon header txt:
Code:
name SLICER2
health 60
speed 10
type none
risetime -200 -200
gfxshadow 1
aggression -30
dust dust
hmap 1 5
fmap 2
aimove avoid
load knife2
typeshot 0
weaploss 0
modelflag 1
icon data/chars/gang1/slicer/icon.png 1
animationscript data/scripts/escript.h
palette data/chars/gang1/slicer/idle0.png
alternatepal data/chars/gang1/slicer/map.png
alternatepal data/chars/gang1/slicer/map2.png
alternatepal data/chars/gang1/slicer/map3.png
alternatepal data/chars/gang1/slicer/map4.png
alternatepal data/chars/gang1/slicer/map5.png
alternatepal data/chars/gang1/slicer/map6.png
alternatepal data/chars/gang1/slicer/map7.png
In their Slicer txt have health 60, and always spawn with this health, when spawn the weapon.
Is this true or is it a bug?
And if so, is there a way to allocate more health?
Here in the example I put health 200, but always spawn with 60 health, as it is designated in the header txt. It would be important to find the solution to be able to manually designate the energy for 1p, 2p or 3p, as we normally do.
Code:
spawn slicer
health 200
2phealth 230
3phealth 260
weapon knife
coords 362 242 0
at 0
I try this script by O Ilusionista (http://www.chronocrash.com/forum/index.php?topic=3980.msg55051#msg55051)
, but not work:
Code:
spawn slicer
@script void main() {
void self = getlocalvar("self"); // get caller
int iLife = 300;
changeentityproperty(self, "maxhealth",iLife );
changeentityproperty(self, "health",iLife );
} @end_script
weapon knife 0
coords 362 242 0
at 0