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Originally Posted by BioHazardousWaste
I tried that xero.. cuz that's what wc3 code did, and it did not work properly (hs = kill) on top of that you are still gushing blood everywhere, and your armour gets hurt 
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Well, 356 was an example (a poor one) but it demonstrated the basics of the idea rather well.. you see, if you give a player 255 HP it will show up as 255 on the HUD, but that is the max value of the HUD display, so if you give the player 256 HP it will show up as 1 HP on the HUD (it just recycles through).. Using this idea you could set the users HP to 1356 (or something) that way a HS with an AWP + WC3 Powers won't kill the player unless your code determines that they should die; then kill them!
The only down-side is that you have to manage HP yourself, and spectators/dead people will see the users true HP as 1000+ even though they will die after 100 HP damage.. (Some people see this in-game and don't understand that, so they think people really have 1000+ hP

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Seems simpler then what you are attempting with PreThink, and also would be less laggy, since PreThink is always called (and usually more than once before any action is done), whereas HP management is only done when needed, as in the Damage/Death events, and any other special effects you add..
Just my 0.5 cents!