Code: Select all
class Queen extends ScriptedPawn;
...
defaultproperties {
...
Health=1500
ReducedDamageType='
ReducedDamagePct=0.500000
...
}
Code: Select all
class Queen extends ScriptedPawn;
...
defaultproperties {
...
Health=1500
ReducedDamageType='
ReducedDamagePct=0.500000
...
}
What is that for an issue? I've just implemented an event for Queen's death to open the final door. Does this not work under certain circumstances?sektor2111 wrote:Some Queen breaks counters
Ah, that issue you meant, thanks. With only one Queen this is not a problem then.sektor2111 wrote:2 Queens teleporting into the same spot = Vanished both
Have you noticed the Queen in my modded map MH-Fuedal(SB)? I also changed projectile's speed and damage and furthermore the Queen gets support on every scream by spawning some pupaes^^. (But I really have to rework that re-triggerable CreatureFactory used there, because it has no maximum of spawn count. )sektor2111 wrote:powerfull queen [...] having more health and powerful projectiles.
Not entirely. If a queen spawns in and encroaches some other monster it can get destroyed too. There's not a proximity check for the spawning and they can warp around pretty fast. I'm surprised it doesn't happen more often.Barbie wrote:Ah, that issue you meant, thanks. With only one Queen this is not a problem then.sektor2111 wrote:2 Queens teleporting into the same spot = Vanished both
Nope, I'm not making the rest of maps to look stupid based on a cube-drawer with 0 skill in setting up monsters. It's simple to change Factory prototype with something different (Dragon, etc) rather than screwing innocent Levels. When I'll come back from work I'll solve Factory and Queen sh!te. Prototype can be a Warlord as well, and won't hurt nothing and code for this is really small without to affect performance. I should do this earlier but... I think I'm getting older.JackGriffin wrote:It was one of the reasons I added triple jump to my MH server, so you could get over the final gate that won't open.
Code: Select all
ReducedDamageType='My Damagetype'
Code: Select all
ReducedDamageType=''
Barbie wrote:A note to the single quote: I noticed that this happens if an import of a T3D file is done, where the value of a name variable is single quoted. Example:orCode: Select all
ReducedDamageType='My Damagetype'
will be imported as a single quote only.Code: Select all
ReducedDamageType=''
Maybe some import/export incompatibilities were the reason for that wired default value of ReducedDamageType.
Code: Select all
ReducedDamageType='shot'
Code: Select all
defaultproperties
{
NameArticle=" the "
RangedProjectile=QueenProjectile
ScreamSound=yell3Q
Stab=stab1Q
Shoot=shoot1Q
Claw=claw1Q
ClawDamage=50
StabDamage=80
FootStepSound=step1t
CarcassType=CreatureCarcass
TimeBetweenAttacks=+00001.000000
Aggressiveness=+00005.000000
ReFireRate=+00000.400000
ReducedDamageType='shot'
ReducedDamagePct=+0.5
bHasRangedAttack=True
bCanDuck=True
bIsBoss=True
Acquire=yell1Q
Fear=yell2Q
Roam=nearby2Q
Threaten=yell2Q
Health=1500
Visibility=250
SightRadius=+03000.000000
MeleeRange=+00100.000000
Intelligence=BRAINS_HUMAN
GroundSpeed=+00400.00000
AccelRate=+01500.000000
JumpZ=+00800.000000
MaxStepHeight=+00025.000000
RotationRate=(Pitch=6000,Yaw=50000,Roll=3072)
HitSound1=yell2Q
HitSound2=yell2Q
Die=outcoldQ
CombatStyle=+00000.950000
DrawType=DT_Mesh
Mesh=SkQueen
AmbientSound=Amb1Q
SoundRadius=32
TransientSoundVolume=+00016.000000
CollisionRadius=+00090.200000
CollisionHeight=+00106.700000
Mass=+01000.000000
}
Thanks for reply. May I ask from where you got this information?SilverSound wrote:The string supposed to be in there is this:Code: Select all
ReducedDamageType='shot'