How do you make units immune to water?
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1z2x3c
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How do you make units immune to water?
how do you make you units amune to water?
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Penguin
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RE: immune to water
To our knowledge, you cant.
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Phyzzle
RE: immune to water
Can't you make it so that a person regularly recieves health to cancel out the effects of water... you have to make the map completely underwater though.
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Penguin
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RE: immune to water
you could add negative damage regions in the water, but then players could just stand 1/2 in the water so that they get the added health :/
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Ace_Azzameen_5
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1z2x3c
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Master Fionwë
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There is a way you could do it. Find out the rate at which water damages guys, and then counter that rate with a regen ability working at a parallel level to the damage. Quite simply, if the water does 20 damage every second, mess around with the regen until it heals the unit, at the same pace, so that he does not gain any health really, except what he lost from the water. So if he is brought down to 200 health by a bullet, the regen won't bring it any higher because the water is trying to bring it lower, it might increase by ten in that second, and then the water does ten damage.
See what I mean?
It would take a while to get right, since regen appears to work faster than water, but still, it would work to get that apearance you want.
See what I mean?
It would take a while to get right, since regen appears to work faster than water, but still, it would work to get that apearance you want.
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Penguin
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Master Fionwë
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- Maveritchell
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There're some inherent problems with using a healing region to counteract water damage.
One, there's always going to be an area where the healing region works and the water damage doesn't, or vice versa. (Don't be so fast to say you have a solution, what if you walk into the water crouched down?)
Two, water damage takes a few seconds to start working; healing regions don't.
One, there's always going to be an area where the healing region works and the water damage doesn't, or vice versa. (Don't be so fast to say you have a solution, what if you walk into the water crouched down?)
Two, water damage takes a few seconds to start working; healing regions don't.
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Phyzzle
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Ace_Azzameen_5
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Yeah, actually, my post was a really, really simplified version of my idea.Maveritchell wrote:Problem is still that entering the region restores/maximizes health (what if you're getting shot at?) when you stand in it.
It involves checking the class, possible the animation position (roll, crouch)
and then getting its current health and setting it to that plus how much the water has damaged the units.
Their would also be timers to match the amount of time it takes for the unit to start getting damaged and how long it takes to occur.
Also there would be a variable that indicates wether or not the unit is till in the water, it would be set back to zero by an OnExitRegion event.
There might even be a way to check if the water has damaged the unit,
like by using the GetLastHitWeapon statment or something
Despite how complicated it sounds, it could be coded pretty efficiently ... but I'm not even going to try untill I get "GetCharacterUnit(player)" to work. Also, there is still the crouch loop hole, cause I don't think their actually is a way to check a player's current pose.
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Carth
Hey guys, I found something in the Droideka .odf... maybe it can help:
Have you tried to change the "Damage Amount" to 0? It's only a idea. :-/
Carth
Code: Select all
WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"
Carth
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Caleb1117
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ARC_Commander
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I always thought that WaterDamageInterval and WaterDamageAmount controlled water damage.
Last edited by ARC_Commander on Wed Aug 15, 2007 1:24 pm, edited 1 time in total.
