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making a damaged unit loose health
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#The fREaK!
AA Infantry


Joined: 07 Oct 2003
Location: Sweden

PostPosted: Sat Jul 24, 2004 8:24 pm    Post subject:  making a damaged unit loose health Reply with quote  Mark this post and the followings unread

How do you make it so that a building when slightly damaged starts loosing health? I need to do this for a mine that I'm working on, since I want it to go off after a while if it gets slightly damaged when deployed.
I tried to make an ActiveAnimDamaged entry for it that damages it, but it doesnt work. Nothing happens. Is there any way to do this?

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Jul 24, 2004 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just an idea, make it release a particle system that causes damage to it.

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#The fREaK!
AA Infantry


Joined: 07 Oct 2003
Location: Sweden

PostPosted: Sat Jul 24, 2004 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! it seems to be working.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Jul 24, 2004 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

The ActiveAnimDamaged didn't work? huh odd.

Oh well at least you found something that did work.

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#The fREaK!
AA Infantry


Joined: 07 Oct 2003
Location: Sweden

PostPosted: Sun Jul 25, 2004 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

#Cussing out The damage was caused by fire, not my particle system. I'll post the code incase someone can find a solution easier that way...

This is the way I implemented the active anim damage: (I setted the values high so that I would immedietly notice if it worked...)

Code:

[DDTD]
Foundation=1x1
Height=1
Buildup=DLIMPMK
AnimActive=0,10,3
ActiveAnim=DLIMP_A
ActiveAnimDamaged=DDTD_AD
Image=DLIMPET

[DDTD_AD]
Damage=7000
DamageRadius=700
Rate=500


This is how I tried to implement the particle system and particle: (I increased the damage and nothing happened. thats how I started to suspect that something else was causing the damage during my quick test)

Code:

[SlowDeathSys]
HoldsWhat=SlowDeath
Spawns=yes
SpawnFrames=5
SpawnRadius=10
Slowdown=.005
ParticleCap=30
SpawnCutoff=15.0
SpawnTranslucencyCutoff=12.5
BehavesLike=SlowDeathWarhead

[SlowDeath]
Damage=100
Warhead=SlowDeathWarhead
BehavesLike=SlowDeathWarhead

[SlowDeathWarhead]
Spread=50
Verses=100%,100%,100%,100%,100%
InfDeath=1
Particle=SlowDeath
ProneDamage=100%


Here is the deployed unit:

Code:

; Deployed Devil's Touch Drone
[DDTD]
Name=Devil's Touch Mine
Strength=50
Points=50
Cost=700
Sight=5
Power=0
Armor=none
Cloakable=yes
CloakingSpeed=10
Primary=DTOUCH
TechLevel=-1
Explosion=DTOUCH_BOMB1,DTOUCH_BOMB2,DTOUCH_BOMB3,DTOUCH_BOMB4
DamageParticleSystems=SlowDeathSys
MaxDebris=0
BaseNormal=no
UndeploysInto=DTD
Unsellable=true
IsLimpetMine=true
Owner=GDI,Nod
;Image=DLIMPET

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