Armored when close scripts: Difference between revisions
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mNo edit summary |
m evil TA |
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</code> | </code> | ||
'''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 | ||
</code> | </code> | ||
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