Wystan Posted June 9, 2016 Posted June 9, 2016 I want the protagonist to heal himself over time like in Call of Duty series.
Xycaleth Posted June 9, 2016 Posted June 9, 2016 1. Bind force heal to a key2. Repeatedly hit said key afi, Fuse294 and SomaZ like this
Fuse294 Posted June 9, 2016 Posted June 9, 2016 1. Bind force heal to a key2. Repeatedly hit said key I'm trying not to laugh at this, does that make me a bad person? MB2 Beta Tester / MB2 FA Assistant Dev
Circa Posted June 9, 2016 Posted June 9, 2016 1. Bind force heal to a key2. Repeatedly hit said keyWhat about that makes it automatic? @@Wystan this a request or asking for help?
swegmaster Posted June 9, 2016 Posted June 9, 2016 i believe this is a request, i know serenity's evolution of combat III does this, where health and armor regen slowly, one by one
Fuse294 Posted June 9, 2016 Posted June 9, 2016 I've only ever seen auto health regen in RPmod and MB2 (MB2 it's hero specific and you need self heal 1-3(?) for it to work), in all other mods the point of it seemed moot when you have force heal/force drain since when it comes to ffa communities that allow Force powers and such, pretty much everyone stacks heal/drain up to full for the sake of health. MB2's force health however is painfully slow + it's Full Authentic specific characters and you can't do anything with it active. Maybe introduce an optional addition where it can be toggled off and on through the console like "exec autoheal" or simply add "cg_autoheal <0/1>". Personally I'm 50/50 on the subject of "Active background healing" over "Manual healing", it depends on the game and such. A soldier that can quickly heal back to full health like in COD made no sense vs a Jedi that uses the Force to recover. That said it put ideas in my head for a healing system which probably wouldn't work hehe. @ that sounds like what happens in Halo with the armors self restoration technology. Wystan likes this MB2 Beta Tester / MB2 FA Assistant Dev
eezstreet Posted June 9, 2016 Posted June 9, 2016 This is not ever going to happen in OpenJK. OpenJK does not modify gameplay.
Wystan Posted June 9, 2016 Author Posted June 9, 2016 Guys, again I need this just for my mod. It's gonna be a modernish TPS.
Xycaleth Posted June 9, 2016 Posted June 9, 2016 Oh, then this is in the wrong forum. Should go to the coding forum Can a mod move it please?
Solution JaceSolarisVIII Posted June 10, 2016 Solution Posted June 10, 2016 I want the protagonist to heal himself over time like in Call of Duty series. If your doing it in code,try this. This is multiplayer version void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; int clientNum = ent-g_entities; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { ent->health++; } if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } } } This is singleplayer version void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if ( ent->s.weapon != WP_NONE ) { ent->client->sess.missionStats.weaponUsed[ent->s.weapon]++; } //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { ent->health++; } if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } if ( (ent->flags&FL_OVERCHARGED_HEALTH) ) {//need to gradually reduce health back to max if ( ent->health > ent->client->ps.stats[STAT_MAX_HEALTH] ) {//decrement it ent->health--; ent->client->ps.stats[STAT_HEALTH] = ent->health; } else {//done ent->flags &= ~FL_OVERCHARGED_HEALTH; } } } } Should give the effect you want for your mod Vade Parvis likes this
Asgarath83 Posted June 10, 2016 Posted June 10, 2016 If your doing it in code,try this. This is multiplayer version void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; int clientNum = ent-g_entities; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { ent->health++; } if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } } } This is singleplayer version void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if ( ent->s.weapon != WP_NONE ) { ent->client->sess.missionStats.weaponUsed[ent->s.weapon]++; } //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { ent->health++; } if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } // count down health when over max if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) { ent->health--; } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } if ( (ent->flags&FL_OVERCHARGED_HEALTH) ) {//need to gradually reduce health back to max if ( ent->health > ent->client->ps.stats[STAT_MAX_HEALTH] ) {//decrement it ent->health--; ent->client->ps.stats[STAT_HEALTH] = ent->health; } else {//done ent->flags &= ~FL_OVERCHARGED_HEALTH; } } } } Should give the effect you want for your mod Wow! thanks! it's okay also for my mod! D: nosgoth vampires get autohealing their wounds. D: JaceSolarisVIII likes this
Wystan Posted June 10, 2016 Author Posted June 10, 2016 Thanks, looking for a coder on my side as well, if someone wanna help me, PM me, if not i'll handle.
Asgarath83 Posted June 12, 2016 Posted June 12, 2016 @@JaceSolarisVIII i am thinking to making some about this but in reverse way: i wanna to make a playable class that lose 1 point of health every 10 seconds.in that way they will die if they not heal until 14 minutes of game. this class can be used on my mod for the class of Raziel and Soul Reapers.how can i set the lose of health for 10 seconds, instead of 1 HP for second? D: Wait a moment... i think i will add a custom while for that. D: nevermind man
JaceSolarisVIII Posted June 13, 2016 Posted June 13, 2016 @@JaceSolarisVIII i am thinking to making some about this but in reverse way: i wanna to make a playable class that lose 1 point of health every 10 seconds.in that way they will die if they not heal until 14 minutes of game. this class can be used on my mod for the class of Raziel and Soul Reapers.how can i set the lose of health for 10 seconds, instead of 1 HP for second? D: Wait a moment... i think i will add a custom while for that. D: nevermind man You will need to look in void ClientTimerActions( gentity_t *ent, int msec ) and client->timeResidual >= 1000 is 1 second,you can alter this timer or make a separate section that is just for your class. while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if (NPC, "Your class definition") ( client->timeResidual -= 140000; //14 sec just for this class if ( ent->health > client->ps.stats[STAT_NORMAL_HEATH] ) // "you may need to make a new STAT_ for this something like STAT_NORMAL_HEATH =10 { ent->health--; }Have it reduce health . it should have a stop check just to be sure if ( ent->health > client->ps.stats[STAT_LOW_HEATH] ) // "you may need to make a new STAT_ for this something like STAT_LOW_HEATH =1 { ent->health--; ent->client->ps.stats[STAT_LOW_HEATH] = ent->health; }. Either way,let me know how you figure this out.
Asgarath83 Posted June 13, 2016 Posted June 13, 2016 You will need to look in void ClientTimerActions( gentity_t *ent, int msec ) and client->timeResidual >= 1000 is 1 second,you can alter this timer or make a separate section that is just for your class. while ( client->timeResidual >= 1000 ) { client->timeResidual -= 1000; if (NPC, "Your class definition") ( client->timeResidual -= 140000; //14 sec just for this class if ( ent->health > client->ps.stats[STAT_NORMAL_HEATH] ) // "you may need to make a new STAT_ for this something like STAT_NORMAL_HEATH =10 { ent->health--; }Have it reduce health . it should have a stop check just to be sure if ( ent->health > client->ps.stats[STAT_LOW_HEATH] ) // "you may need to make a new STAT_ for this something like STAT_LOW_HEATH =1 { ent->health--; ent->client->ps.stats[STAT_LOW_HEATH] = ent->health; }. Either way,let me know how you figure this out. Hello, here there is my entire void edit. void ClientTimerActions( gentity_t *ent, int msec ) { gclient_t *client; client = ent->client; client->timeResidual += msec; while ( client->timeResidual >= 10000 ) { client->timeResidual -= 10000; if ( ent->s.weapon != WP_NONE ) { ent->client->sess.missionStats.weaponUsed[ent->s.weapon]++; } // if we've got the seeker powerup, see if we can shoot it at someone /* if ( ent->client->ps.powerups[PW_SEEKER] > level.time ) { vec3_t seekerPos, dir; gentity_t *enemy = SeekerAcquiresTarget( ent, seekerPos ); if ( enemy != NULL ) // set the client's enemy to a valid target { FireSeeker( ent, enemy, seekerPos, dir ); gentity_t *tent; tent = G_TempEntity( seekerPos, EV_POWERUP_SEEKER_FIRE ); VectorCopy( dir, tent->pos1 ); tent->s.eventParm = ent->s.number; } }*/ //you heal 1 hp every 1 second. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { // HEALTH SELF REGEN ON VAMPIRES, HYLDEN AND DEMONS! ) if ( ent->client->NPC_class == CLASS_REBORN || ent->client->NPC_class == CLASS_KYLE || ent->client->NPC_class == CLASS_TUSKEN || ent->client->NPC_class == CLASS_GLIDER || ent->client->NPC_class == CLASS_NOGHRI || ent->client->NPC_class == CLASS_FLIER2 || ent->client->NPC_class == CLASS_WEEQUAY || ent->client->NPC_class == CLASS_LIZARD || ent->client->NPC_class == CLASS_SWAMPTROOPER || ent->client->NPC_class == CLASS_FISH || ent->client->NPC_class == CLASS_GRAN || ent->client->NPC_class == CLASS_CLAW || ent->client->NPC_class == CLASS_ALORA || ent->client->NPC_class == CLASS_MONMOTHA || ent->client->NPC_class == CLASS_TAVION || ent->client->NPC_class == CLASS_DESANN || ent->client->NPC_class == CLASS_WAMPA || ent->client->NPC_class == CLASS_MINEMONSTER ) { ent->health++; } } // ARMOR SELFREGENERATION FOR MAGICAL CLASSES if ( ent->client->NPC_class == CLASS_KYLE || ent->client->NPC_class == CLASS_LUKE || ent->client->NPC_class == CLASS_SHADOWTROOPER || ent->client->NPC_class == CLASS_MORGANKATARN || ent->client->NPC_class == CLASS_PROTOCOL || ent->client->NPC_class == CLASS_CLAW || ent->client->NPC_class == CLASS_ROCKETTROOPER || ent->client->NPC_class == CLASS_REELO || ent->client->NPC_class == CLASS_GONK || ent->client->NPC_class == CLASS_LIZARD || ent->client->NPC_class == CLASS_WEEQUAY || ent->client->NPC_class == CLASS_GALAKMECH || ent->client->NPC_class == CLASS_LANDO || ent->client->NPC_class == CLASS_IMPWORKER || ent->client->NPC_class == CLASS_IMPERIAL || ent->client->NPC_class == CLASS_JAN || ent->client->NPC_class == CLASS_GALAK || ent->client->NPC_class == CLASS_WAMPA || ent->client->NPC_class == CLASS_DESANN || ent->client->NPC_class == CLASS_GLIDER || ent->client->NPC_class == CLASS_FISH || ent->client->NPC_class == CLASS_FLIER2 || ent->client->NPC_class == CLASS_MURJJ || ent->client->NPC_class == CLASS_MARK2 || ent->client->NPC_class == CLASS_R5D2 || ent->client->NPC_class == CLASS_HOWLER ) { if ( client->ps.stats[STAT_ARMOR] < client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]++; } } // Health of reaper wounded decrease fast. if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] ) { if ( ent->client->NPC_class == CLASS_JEDI ) { ent->health--; } } // count down armor when over max if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) { client->ps.stats[STAT_ARMOR]--; } if ( (ent->flags&FL_OVERCHARGED_HEALTH) ) {//need to gradually reduce health back to max if ( ent->health > ent->client->ps.stats[STAT_MAX_HEALTH] ) {//decrement it ent->health--; ent->client->ps.stats[STAT_HEALTH] = ent->health; } else {//done ent->flags &= ~FL_OVERCHARGED_HEALTH; } } } } results: all class i set up are for various vampire classes, demons and hyldens. they can regen 1 HP every ten seconds. i changed time into 10000 instead 1000, 1000 was too fast as auto heal for my purpose.the jedi class on my mod is used for reaper class (creatures like Raziel), and so, he lose 1 HP every 10 second. BUT... this happen only if his health is less than 100. XD that because in soul reaver raziel not lose health when he get full health because the soul reaver will substain him. he lose health into material world when he is wounded. works like a charm, man, thanks of all! JaceSolarisVIII likes this
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