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Starting Player health
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Apr 08, 2008 6:08 pm    Post subject: Starting Player health Reply with quote

Got a question guys and girls..
I trying to find a way to set a starting player health of say 500.
Here's the catch....I'm using JCoopZ and I know you can set it there BUT it doesn't function the way I need it to, I'll explain.
I'm using a health pickup mod that I can set the health item I use to a specific amount and to a maximum amount and it works great as long as I use the default 100 starting health. If I change it in JcoopZ to say 500, at a map change it gets reset to 500 instead of whatever it was when the player left the last map.
If it was 150 JCoopZ gives them 500, if they had 1500, they still get 500.
The health is not traveling for some reason, I'm sure it's not JCoopZ though. I believe it's more likely native code that I don't know anything about.

So does anyone know a way around this short of creating a new gametype?

Thanks in advance for any help you can offer :-)

Bass
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Apr 09, 2008 4:53 am    Post subject: Reply with quote

The way the 'bSetHealth' option works in JCoop[x] mods is by regulating players' health to a configured base range at player start. If players' health is below 'newHealthRef' then it's set to that. If players' health is over double that of 'newHealthRef' then it's set back. You could try configuring an AutoRunCommand instead, but you'll likely see similar to using that option.

It seems to me to get the behavior you want would require a mutator. You'd need to turn off the 'bSetHealth' option, and have a mutator set the health of the playerpawn to a new value only when the health is still at the original default.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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Shadow



Joined: 31 Mar 2008
Posts: 97
Location: Ukraine

PostPosted: Wed Apr 09, 2008 11:45 am    Post subject: Reply with quote

Zombie is right.
And if you need, I have some free time to help you.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Wed Apr 09, 2008 12:11 pm    Post subject: Reply with quote

Thanks Zombie, I knew you would know

Shadow I will take you up on that buddy
I have gotten really good at modifying pawn classes and projectiles/weapons but I cannot write a mutator to save my life!!
If you can help me write one that would totally rock...

Quote:
It seems to me to get the behavior you want would require a mutator. You'd need to turn off the 'bSetHealth' option, and have a mutator set the health of the playerpawn to a new value only when the health is still at the original default.


Actually I would like it to ONLY set the new health value when the player FIRST joins. If a player has a health of 100 at map change I want it to stay at 100 as well instead of being set to say 500...You might have meant that, I just want to make sure that is clear for Shadow.

Let me know what additional details you need if any..

Thanks buddy,
Bass
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Shadow



Joined: 31 Mar 2008
Posts: 97
Location: Ukraine

PostPosted: Wed Apr 09, 2008 2:29 pm    Post subject: Reply with quote

OK I understand you.I'l try to make someth.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Wed Apr 09, 2008 5:11 pm    Post subject: Reply with quote

cool :-)
Thanks again for your help
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Wed Apr 16, 2008 4:04 pm    Post subject: Reply with quote

How's it going Shadow?
Making any progress on the health mod?

Thanks,
Bass
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Shadow



Joined: 31 Mar 2008
Posts: 97
Location: Ukraine

PostPosted: Fri Apr 18, 2008 11:27 am    Post subject: Reply with quote

No progress now.Have no time to work in UEd.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Apr 21, 2008 4:55 pm    Post subject: Reply with quote

Don't worry about it, I have found a workable solution...
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Tue Apr 22, 2008 2:44 pm    Post subject: Reply with quote

Which is?
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Apr 28, 2008 3:56 pm    Post subject: Reply with quote

Shield belts
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Apr 28, 2008 6:52 pm    Post subject: Reply with quote

srbassalot wrote:
Shield belts


Are your going to make those? or...?
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srbassalot



Joined: 16 Sep 2004
Posts: 229
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PostPosted: Mon Apr 28, 2008 9:03 pm    Post subject: Reply with quote

Yea those I can make/ modify, mutators I suck at :-)
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mental-HunteR



Joined: 05 May 2006
Posts: 363
Location: The Netherlands

PostPosted: Mon Apr 28, 2008 10:10 pm    Post subject: Reply with quote

Yea, well, if you need help, you can always ask me.
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Mon Apr 28, 2008 10:14 pm    Post subject: Reply with quote

Thanks Mental I appreciate that :-)

If I get stuck I will do that for sure..
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