[Logo]
 
  [Search] Search   [Recent Topics] Recent Topics   [Members]  Member Listing   [Groups] Back to home page 
[Register] Register / 
[Login] Login 
DruidsRPG201 bugs  XML
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5
Author Message
BotFodder

Wicked Sick!
[Avatar]

Joined: 01/13/2006 15:23:41
Messages: 1239
Location: Florida
Offline

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:
 V.HealthMax = DefHealth;

But I can't be 100% sure. I'm guessing that you no longer want HealthBonus to apply to vehicles ...

I use the Futurama Prof. Farnsworth Skin: http://www.disastrousconsequences.com/dcforum/posts/list/1595.page
WM: (DC)BotFodder 170
MM: (DC)BotDoctor 141
AM: (DC)BotBooster 147
http://ericdives.com/ - My DC Newbie FAQ: http://tinyurl.com/lz229
Twitter: http://twitter.com/ericdives
[WWW] aim icon [MSN]
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

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?
Moof

Wicked Sick!
[Avatar]
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
Offline

We may want to look at still allowing normal health bonus to apply to vehicles. They are exceptionally weak now.

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
[Yahoo!] aim icon [ICQ]
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Aren't they just back at the health they were initially created to be?
Moof

Wicked Sick!
[Avatar]
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
Offline

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.

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
[Yahoo!] aim icon [ICQ]
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

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.
ECHO

Wicked Sick!
[Avatar]

Joined: 09/03/2006 23:12:48
Messages: 1335
Location: orange county
Offline

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.

You can never have too much precision in your soup.

"I don't think it's fair for me to be on the jury because I'm a hologram..." - Liz Lemon

turtle power!

Skin packs!
[Email] [Yahoo!] aim icon
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline

Fix in cvs
Moof

Wicked Sick!
[Avatar]
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
Offline

Yay Szlat

Moof, Scholar of Ni

Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta)
[Yahoo!] aim icon [ICQ]
BotFodder

Wicked Sick!
[Avatar]

Joined: 01/13/2006 15:23:41
Messages: 1239
Location: Florida
Offline

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.

I use the Futurama Prof. Farnsworth Skin: http://www.disastrousconsequences.com/dcforum/posts/list/1595.page
WM: (DC)BotFodder 170
MM: (DC)BotDoctor 141
AM: (DC)BotBooster 147
http://ericdives.com/ - My DC Newbie FAQ: http://tinyurl.com/lz229
Twitter: http://twitter.com/ericdives
[WWW] aim icon [MSN]
 
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5
Go to: