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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 16:01:45
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BotFodder
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Moof - you may have missed my edit ...
Looking at a couple of things now, I think Dru was trying to undo something and was hoping there was an easy way to do it, and there's not.
Dru: I'm guessing what you really want to do is what MutUT2004RPG.DriverEnteredVehicle does but instead of:
Code:
V.HealthMax = DefHealth + StatsInv.Data.HealthBonus;
What you really want to do is just:
Code:
But I can't be 100% sure. I'm guessing that you no longer want HealthBonus to apply to vehicles ...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 16:47:12
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Szlat
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It was me rather than Dru.
Dru did not want a player's health bonus to apply to vehicles and turrets. Instead, we wanted the ConstructionHealthBonus to apply instead.
So, I created the AbilityConstructionHealthBonus to increase the health. No problem, worked fine.
However, as soon as a player enters the vehicle, the health gets reset by the MutUT2004RPG.DriverEnteredVehicle function. Since that is base UTRPG code, I couldn't change that.
So, I needed some way to pass the initial starting health of the vehicle into another function which could reset it back to what I wanted. So, since the SuperHealthMax isn't used except for players, I thought I would use that. I added a ModifyVehicle function to the RPGClass to reset it back to what I wanted, since the ModifyVehicle function is called after the DriverEnterVehicle bit is done.
Unfortunately, it looks like there is a minor bug and the health is shown as 199 until it takes damage?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 16:52:53
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Moof
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We may want to look at still allowing normal health bonus to apply to vehicles. They are exceptionally weak now.
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Moof, Scholar of Ni
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 16:57:49
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Szlat
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Aren't they just back at the health they were initially created to be?
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 17:02:03
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Moof
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To be honest, I don't know, but when a Brute can literally take my Manta from max health to dead when I'm charging it from short range, something's awry.
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Moof, Scholar of Ni
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 17:13:27
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Szlat
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I think a Manta is supposed to only have 200 health anyway, so a high level brute could take it out with sufficient DB.
However, I have screwed up. I was thinking in terms of AbilityConstructionHealthBonus setting the initial starting health, so the RPGClass ModifyVehicle could set it back. Unfortunately, I forgot about the normal vehicles spawning in VINV. They will all have 199 health now, not good.
I will post a fix in.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 17:43:33
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ECHO
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Moof wrote:
To be honest, I don't know, but when a Brute can literally take my Manta from max health to dead when I'm charging it from short range, something's awry.
It took 3 skaarj blasts to destroy a tank. I could understand mantas being weak. Tanks... not so much.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 17:46:11
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Szlat
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Fix in cvs
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/08/2006 17:50:57
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Moof
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Yay Szlat
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Moof, Scholar of Ni
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 11/09/2006 16:42:12
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BotFodder
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Szlat wrote:
It was me rather than Dru.
Oops. Sorry Dru.
Bad Szlat! No cookie!
Szlat wrote:
Fix in cvs
Oh, good. Go get your cookie!
It goes without saying that until Dru does another build, VINV probably shouldn't be played.
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