Kratus said:PS VITA said:Kratus said:PS VITA
Yes, you can apply it in multiple levels. The correct way is:
Code:if(branch == "st2c" || branch == "st2d")
Awesome - I almost had it !
ah, and one more question if anyone knows - why after I pick up a weapon player one resets as if the branch == st2c does not matter anymore? anything I can do to prevent this?
PS VITA
In this case you will need a script in the "onmodelcopy" event. Using this, you can copy all "candamage" properties when the model is changed to a weapon model.
STEP 1
First you need to call this event in the character header. For safe, I'm calling it in all my games in both original model and weapon model, like this:
Code:onmodelcopyscript data/scripts/your_file_name.c
STEP 2
Now you need to create the script inside your file:
Code:void main() {//Maintain default header config for alternative models (WEAPON MODELS) void self = getlocalvar("self"); void old = getlocalvar("old"); void vAlias = getentityproperty(old,"name"); //GET OLD ALIAS. int iMHealth = getentityproperty(old,"maxhealth"); //GET OLD MAX HEALTH. int iHealth = getentityproperty(old,"health"); //GET OLD HEALTH. int iMaxMP = getentityproperty(old,"maxmp"); //GET OLD MAX MP. int iMp = getentityproperty(old,"mp"); //GET OLD MP. int hostile = getentityproperty(old,"hostile"); //GET OLD HOSTILE. int candamage = getentityproperty(old,"candamage"); //GET OLD CANDAMAGE. changeentityproperty(self, "name", vAlias); //SET ALIAS. changeentityproperty(self, "maxhealth", iMHealth); //SET MAX HEALTH. changeentityproperty(self, "health", iHealth); //SET HEALTH. changeentityproperty(self, "maxmp", iMaxMP); //SET MAX MP. changeentityproperty(self, "mp", iMp); //SET MP. changeentityproperty(self, "hostile", hostile); //SET HOSTILE'S FLAG. changeentityproperty(self, "candamage", candamage); //SET CANDAMAGE'S FLAG. }
This is an example only, some games can have less or more properties depending on the developer's way.
Oh okay - I get it now!
This is great! thank you!