Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
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steal health from enemies | Locked | |
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Nov 6 2013 Anchor | |
the title says all: steal health from enemies i must know exactly in which conditions the player get health from a enemie and if this can be every enemy and if the player needs a specific weapon or something. edit.: Edited by: pvcf |
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Nov 7 2013 Anchor | ||
I asked about getting health from enemy cause I want make burning enemies. For now they die after some time. I have a simple idea when Proximity Damage attached to enemy. But if PD linked to enemy and hurting him, he is not moving until he die. Also burning enemy must hurt player. So I think about this solution: track enemy and spawn PD near him every frame while fire is burning. |
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Nov 7 2013 Anchor | |
ah, you dont wont steal health from enemy and give it to player, correct ? that was the first thing i thought by the "getting health from enemy" formulation. |
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Nov 7 2013 Anchor | ||
Yes. If enemy burn, his health must go down, but after some time fire disappear and monster can be alive. For example: enemy has 255 health, and fire take about 200 health from him. |
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Nov 7 2013 Anchor | |
how did u realize the fire? does the engine know that a AI is burning ? or is it done all with triggers? |
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Nov 7 2013 Anchor | ||
Yep, it's all triggers When enemy go trough fire I switch on light and particles which linked to him. |
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Nov 7 2013 Anchor | |
so it will work only at this special enemy, correct ? |
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Nov 7 2013 Anchor | ||
Yes, only for some enemies. |
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Nov 7 2013 Anchor | |
ok, connect a delay trigger and at every output call a mission function: ---------------pvcf-------------------------------
---pvcf---- for each enemy just copy that whole code in a new missionfunction and replace enemy1 with enemy2 and insert the proper name (red field) from editor. the delaytrigger should call on every output that missionfunction and trigger self again a input. this will run in a endless loop, but the missionfunction will garant that if the delaytrigger have a delay from 2 seconds, every 2 seconds 50 hp will be reduced to the victim. Edited by: pvcf |
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Nov 10 2013 Anchor | ||
Thanks! Will try it later. |
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Nov 10 2013 Anchor | |
faster you be you must little padawan |
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