Armored when close scripts: Difference between revisions
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damagemodifier exemple |
mNo edit summary |
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| Line 14: | Line 14: | ||
SetUnitValue (20,0) | SetUnitValue (20,0) | ||
end | |||
</code> | |||
'''knorke says:'''<br /> | |||
SetUnitValue is evil TA engine way! | |||
Use UnitPreDamaged callin or HitByWeapon, they can return new damage value. | |||
<code> | |||
script.HitByWeapon ( x, z, weaponDefID, damage ) | |||
if (doorclosed) then return damage/10 else return damage end | |||
end | end | ||
</code> | </code> | ||
Revision as of 16:24, 13 November 2012
--activation of the UnitDef modifier--
in UnitDef the tag damagemodifier=0.1, mean 1/10 of damage will be deduced of health when activated by the AnimDef switch
- armor of UnitDef activated when variable set to 1
local doorclosed
if doorcloosed=1
then SetUnitValue (20,1)
else
SetUnitValue (20,0)
end
knorke says:
SetUnitValue is evil TA engine way!
Use UnitPreDamaged callin or HitByWeapon, they can return new damage value.
script.HitByWeapon ( x, z, weaponDefID, damage )
if (doorclosed) then return damage/10 else return damage end
end