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Setting monster health

 
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Sep 04, 2007 9:18 am    Post subject: Setting monster health Reply with quote

Anyone know how to set the health values for both the monsters already scripted to appear in the map and the ones I spawn using DZMapM.
I'm running JcoopZ and DzmapM and have tried auto run commands but they don't seem to work.

Thanks guys,
;)
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mental-HunteR



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

PostPosted: Tue Sep 04, 2007 3:40 pm    Post subject: Reply with quote

Yeah at attributePawn
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srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Sep 04, 2007 3:48 pm    Post subject: Reply with quote

mental-HunteR wrote:
Yeah at attributePawn


Uhh OK, And where would I set that?
I have never seen any such setting within JcoopZ or DZMapM.
I know you can set a "New Health value" using DWK within DZMapM but I thought that was only valid for the pawn that you assigned to DWK. That would not work on monsters spawned by the monster spawner or by Unreal itself.

I am not a coder BTW, I am merely a server admin struggling with a new server configuration
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue Sep 04, 2007 6:23 pm    Post subject: Reply with quote

As Mental-Hunter said, you can use DZMapM's AttributePawn entries having 'bPawnDWKChanger' enabled. It's a little confusing (my mistake) to have a value for 'NewHealth' configured under DWK activation, but it works on any spawning pawn. You would have to configure each pawn individually per entry to give them their new health.

AutoRunCommands should work too, but setting the health that way will prevent initial health replication to clients. All clients will see the original default health value until the first time the pawn is damaged. Perhaps that's why using that feature didn't seem like it was working.


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



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Tue Sep 04, 2007 7:10 pm    Post subject: Reply with quote

AHH OK I see...That explanation I understand

Your right BTW, I was looking at the health value on the hud and it didn't change so I assumed it wasn't changing. I never tried damaging it to see if it changed. I didn't know that was a "bug" or whatever.

Thanks yet again Zombie
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mental-HunteR



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

PostPosted: Tue Sep 04, 2007 9:11 pm    Post subject: Reply with quote

Zombie wrote:
As Mental-Hunter said, you can use DZMapM's AttributePawn entries having 'bPawnDWKChanger' enabled. It's a little confusing (my mistake) to have a value for 'NewHealth' configured under DWK activation, but it works on any spawning pawn. You would have to configure each pawn individually per entry to give them their new health.

AutoRunCommands should work too, but setting the health that way will prevent initial health replication to clients. All clients will see the original default health value until the first time the pawn is damaged. Perhaps that's why using that feature didn't seem like it was working.


-Zombie


yeah right Zombie knows it all!
Ohyeah, and im a coder, and you dont need to be a coder for that lol
Eyes and patience ie enough.
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