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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Tue Sep 04, 2007 9:18 am Post subject: Setting monster health |
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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
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Posted: Tue Sep 04, 2007 3:40 pm Post subject: |
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Yeah at attributePawn _________________
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srbassalot
Joined: 16 Sep 2004 Posts: 229 Location: Earth
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Posted: Tue Sep 04, 2007 3:48 pm Post subject: |
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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
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Posted: Tue Sep 04, 2007 6:23 pm Post subject: |
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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 _________________ 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
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Posted: Tue Sep 04, 2007 7:10 pm Post subject: |
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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
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Posted: Tue Sep 04, 2007 9:11 pm Post subject: |
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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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