Armored when close scripts: Difference between revisions

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mNo edit summary
m evil TA
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'''knorke says:'''<br />
'''knorke <big>gametutorial</big> maker says:'''<br />
SetUnitValue is evil TA engine way!
SetUnitValue is evil TA engine way!
Use UnitPreDamaged callin or HitByWeapon, they can return new damage value.
Use UnitPreDamaged callin or HitByWeapon, they can return new damage value.
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end
end
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no idea of your logic here...this not related with UnitDef the tag  <code>damagemodifier=0.1,</code>(tought noidea why this tag must be activated by AnimDef maybe for gamemaking team work)
:'''just lets go for edit factory & on off able page for teach me more'''

Revision as of 17:10, 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 gametutorial maker 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

no idea of your logic here...this not related with UnitDef the tag damagemodifier=0.1,(tought noidea why this tag must be activated by AnimDef maybe for gamemaking team work)

just lets go for edit factory & on off able page for teach me more