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-   -   [The specialists] Ignoring overboost health drainage? (https://forums.alliedmods.net/showthread.php?t=63964)

Davidos 12-04-2007 17:12

[The specialists] Ignoring overboost health drainage?
 
In the mod 'The specialists' for Half-life, whenever a user passes 100 hp the health starts to drop back to 100 whenever: The user has started a killing spree <every 3 kills>, has picked up a healthpickup <sets health to 150, normally, then drains back to 100>.

How do you make it so this gets ignored? Could anyone post an example or perhaps a worked out plugin so I could study this for later use?

Thanks in advance,
Davidos

Off to bed for me.

purple_pixie 12-05-2007 04:26

Re: [The specialists] Ignoring overboost health drainage?
 
If that's an inherent part of TS, you need to either look for a max-health var (probably hard-coded, since everyone in CS has 100 health) or to spam their health back up to 150 constantly (which is horrible)

Davidos 12-05-2007 09:45

Re: [The specialists] Ignoring overboost health drainage?
 
Quote:

Originally Posted by purple_pixie (Post 560024)
If that's an inherent part of TS, you need to either look for a max-health var (probably hard-coded, since everyone in CS has 100 health) or to spam their health back up to 150 constantly (which is horrible)

Ofcourse I could make like a health boost loop of 1 hp every time the event is called, unless ofcourse there already is a 1 hp boost...

But the problem would be... well... err... the problem would beeee....
... yeah, there goes my brain...

*Puts new brain into his head.*
The problem would be that the TSFUN module doesn't work on TS 3.0

purple_pixie 12-05-2007 09:55

Re: [The specialists] Ignoring overboost health drainage?
 
Ah.

That seems to be a fair problem.
I don't really know a lot about TS ...
The only thing I know is that TS 3.0 seems to have disabled practically everything you could want to do with it (unintentionally?).


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